GLOBAL
As previously discussed in our recent Community Update blog, we are ramping up our fight against cheaters across both Multiplayer and Warzone with new security measures deploying throughout the coming seasons. Updates include enhanced detection models for behaviors like aim botting, stricter account trust and hardware identification to target repeat offenders, and new tools to combat dishonest behavior such as playing with cheaters or attempting to spam report innocent players. We are also focusing on more precise tools, including major upgrades to the kernel-level anti-cheat driver and server-side systems starting this season and continuing into Season 03. These measures, combined with ongoing improvements and legal actions against cheat sellers, aim to deliver a more secure and enjoyable experience for everyone.
For information on Ricochet Anti-Cheat, check out our recent Community Update.
The Terminator Skull Drop Event (Feb. 6-20)
- Collect skulls to unlock rewards. Skulls are earned via eliminations in Multiplayer and Zombies, and by eliminating players and opening caches in Call of Duty: Warzone. Earn bonus skulls for eliminating enemies with explosive or fire damage.
Shadow Hunt (Feb. 13-20)
- To join Nocturne, you must first complete the challenges he has laid out before you. Don’t fail him.
The Season 02 Battle Pass includes over 110 pieces of unlockable content (excluding BlackCell) including three new Base Weapons, an Underbarrel Crossbow Attachment, new Operator Skins and Weapon Blueprints, and a whole lot more. Read on for more BlackCell intel and stay tuned for a deeper dive with the BlackCell, Battle Pass and Store Bundles blog prior to Season 02 launch for a deep dive into the massive offering.
- Addressed an issue that was causing the “Congratulations, you’ve Mastered Prestige” screen to appear after every match for some Prestige Master players.
- Addressed an issue that would occasionally occur after Quick-Resuming Black Ops 6 that would incorrectly display all other players as Level 1 with default customization.
- Players who’ve reached Max Level will now see a reminder that they have a Prestige available after each match.
- Players who’ve reached Max Level will now see a “Prestige Available” treatment on the Prestige Tile in the Barracks Progression menu.
- Prestige Master Ribbons will now display in the player details when inspecting a player from the Lobby.
- Players can now tab between individual Prestiges (L1/R1 on PlayStation, LB/RB on Xbox) when viewing an individual Prestige’s rewards via the Prestige screen.
- The player’s current Prestige Master Ribbon and Icon milestone will now be highlighted by default whenever they enter the Prestige Master screen.
- Players can now equip any unlocked Special Camos to a Weapon as soon as they’ve unlocked any 5 Military Camos for that weapon. Previously, players needed to unlock all 9 Military Camos for at least 1 mode to equip Special Camos.
We’ve seen feedback from players about how the 250+ unique Special Camos in Black Ops 6 are underutilized because of the current equip requirement, and we feel the same way. Currently, we see a very limited window of time where Special Camos get equipped: after all of one mode’s Military Camos have been unlocked, but before players have unlocked Gold Camo (or beyond).
In Season 02, we’ll be changing this equip requirement to give players the ability to equip their unlocked Special Camos earlier in each Weapon’s Camo journey, while still preserving a short “on-ramp” of first needing to unlock 5 Military Camos that we feel is important to the new Weapon journey. In MP, this means that Specials can now be accessed after 30 Headshots instead of 100, but getting to 5 Military Camos unlocked can also be done across all 3 modes if desired.
- Challenge progress bars now appear below Special Camo and Mastery Camo swatches on the Camo tab in the Gunsmith.
- The currently equipped Camo will now be highlighted by default when entering the Camo tab in the Gunsmith (if applicable).
- Added a “Favorites Only” Filter to the Friends List that can be used to display only Favorite Friends.
- Player mic indicators will now appear when viewing the Party Channel or Game Channel.
- “Sort by Progression” and “Sort by Rank” will now display the applicable Level or Rank icons in the Friends List, regardless of which mode the player is viewing the Social menu from.
- Dark Ops Calling Cards that you haven’t unlocked yet yourself will no longer appear as “Classified” when viewed in another player’s Calling Card Showcase.
WARZONE
Urzikstan
- Buy Stations
- Buy station locations have been updated across Urzikstan.
- Gulag
- Gulag loadouts have been refreshed with new weapons and equipment.
- Train
- The automatic brake release timer has increased to 240 seconds, up from 60.
The train was a bit too eager in getting back into motion, disallowing some interesting plays with both hijacking the train, or intentionally parking it in a power position.
Area 99
- Buy Stations
- Two additional Buy Stations have been added to Area 99.
For information about upcoming Playlists, please check out the dedicated Warzone Trello Board.
For the second season of Warzone Ranked Play, we’re deploying adjustments to restrictions, SR gains, and deployment fees. Notably, the Tracker perk, which now outlines enemies in line-of-sight without live pings, has been removed from the list of restrictions. New SR adjustments aim to streamline progression, helping players quickly align with skill-appropriate divisions while addressing barriers when bridging the gap between key ranks. Placement and elimination rewards have been fine-tuned to encourage competition and skill diversity in higher ranks, while also ensuring players in top tiers like Crimson and Iridescent face greater challenges to maintain their status. In addition, deployment fees have been rebalanced to ease progression in lower ranks and increase the prestige of reaching top tiers. See the full details below:
Cross-Play
The following changes are being implemented at the launch of Season 02 to provide players on console with the option to select the platform pool(s) they wish to matchmake with:
» PlayStation – In-Game Options «
- On: Enables matchmaking with all gaming platforms when playing in Ranked playlists.
- On (Consoles Only): Enables matchmaking only with other consoles when playing in Ranked playlists.
- May negatively impact matchmaking queue times.
- Off: Restricts Ranked matchmaking to your current gaming platform only.
- Will negatively impact matchmaking queue times.
» Xbox – In-Game Options «
- On: Enables matchmaking with all gaming platforms when playing in Ranked playlists.
- On (Consoles Only): Enables matchmaking only with other consoles when playing in Ranked playlists.
- May negatively impact matchmaking queue times.
- Off: Restricts Ranked matchmaking to your current gaming platform only.
- Will negatively impact matchmaking queue times.
Restrictions
- Tracker perk has been removed from the restricted items list in WZ Ranked Play.
The Tracker perk no longer live pings players and instead applies an outline to enemy players that is not visible through walls. In addition, fixes to Cold Blooded now allow the footsteps to be appropriately countered.
Skill Rating
Elimination Rank Delta
Rank Delta
-3
-2
-1
0
1
2
3
Elimination SR
3
4
6
8
9
10
12
Placement SR Gains
Placement
Top 40
Top 30
Top 20
Top 15
Top 10
Top 5
1st
Placement SR
0
10
20
30
50
60
100
Bonus SR Per Elim
2
3
5
6
8
9
10
Ranked SR adjustments are a challenging task. Everything has a cascading effect, especially when modeling consequences across different types of match outcomes. Our approach to these adjustments aims to achieve several key objectives:
One major objective is to onboard more players into the early ranks and help them progress toward divisions that better represent their skill sets more quickly. We aim to adjust the rewards for SR in a way that allows players performing above their skill division to accelerate into higher divisions and remain there, where their skill matches the other players. This should, ideally, lead to greater player and skill diversity in the mid and higher divisions.
There is also a very clear set of plateaus or walls that players encounter in the ranges of Silver III through Gold I and Platinum III through Diamond I. There are several reasons for this, but we aim to address these issues in a few critical ways. By adjusting the "team remaining" rewards to smooth out the curve, we hope players on the upper borders of these skill bands will be nudged more frequently into higher divisions. This will provide them with opportunities to play with and against stronger players, helping to improve their skills rather than leaving them in a division where they feel their abilities are underrepresented.
Additionally, these changes are designed to ensure that players without access to the upper bands of division delta bonuses for eliminations (e.g., players in Crimson and Iridescent) cannot easily maintain their positions just because the delta rewards for +1/+2/+3 have increased. These players will still need to work hard to remain in these divisions, and the influx of new players into higher divisions should foster more competition and diversity in gameplay.
Deployment Fees
Deployment Fee By Rank
Bronze I
No deployment fee
Silver I
5
Silver II
10
Silver III
15
Gold I
25
Gold II
30
Gold III
35
Platinum I
45
Platinum II
50
Platinum III
55
Diamond I
65
Diamond II
70
Diamond III
75
Crimson I
85
Crimson II
90
Crimson III
95
Iridescent & Top 250
100 SR plus 10 SR every 500 SR above 10,000, up to a maximum deployment fee of 200 SR.
The adjustments to deployment fees align with the overall goals of Ranked Play. We aim to make accessing certain divisions less frustrating by reducing barriers and smoothing out the progression experience. Reaching the Iridescent rank will become slightly more challenging (partially offset by the SR changes for the +0 delta and teams-remaining rewards) due to increased deployment fees, requiring more effort from players to maintain their position in this elite rank. For reference, less than 0.1% of players achieve Iridescent or Crimson status.
Fee reductions at lower division levels encourage players to re-enter and play more frequently, ensuring a smoother and more enjoyable progression experience. However, once players reach Iridescent—especially those competing for a spot in the top 250—we want to ensure that achieving and maintaining this level truly reflects exceptional skill and is something players can proudly showcase.
Rewards
Compete in a second season of Battle Royale Ranked Play, earning the following seasonal rewards as you progress:
- First Season Win: Elimination Charm
- Get 25 Eliminations: Elimination Sticker
- Get 100 Eliminations: Elimination Weapon Camo
- Get 250 Eliminations: Elimination Weapon Blueprint
- Silver: “Ranked Season 02 – “Silver” Emblem
- Gold: “Ranked Season 02 – “Gold” Calling Card, Emblem, and Weapon Camo
- Platinum: “Ranked Season 02 – Platinum” Calling Card Emblem, and Weapon Camo
- Diamond: “Ranked Season 02 – Diamond” Calling Card Emblem, and Weapon Camo
- Crimson: “Ranked Season 02 – Crimson” Calling Card Emblem, and Weapon Camo
- Iridescent: “Ranked Season 02 – Iridescent” Calling Card Emblem, and Weapon Camo
- Top 250: “Ranked Season 02 – Top 250” Calling Card Emblem, and Weapon Camo
- Buy Stations
- All Buy Stations, including deployable and standard ones, now close at the beginning of the "Final Circle" announcement.
- Deployable Boxes
- Utility boxes, such as munition boxes, armor boxes, and others, can no longer be placed in the gas.
We’ve noticed an increase in buy backs during the final circle, sometimes even after the gas has completely consumed the map. While we appreciate resourceful plays, the tactic of a team camping a Buy Station to secure a win doesn’t align with our vision for “last team standing wins”. To address this, we’re making changes to encourage more meaningful and intense engagements in the final moments – the way we believe most matches are meant to end.
We remain committed to identifying and addressing other “cheese” strategies in the game. Regardless of how long a mechanic has been around, we’re dedicated to refining systems to enhance the game’s competitive integrity.
- Score Events
- Added a new "Splat" score event in Battle Royale, which triggers when a player is eliminated while parachuting or skydiving.
- Experience Balance
- Battle Royale
- Player XP increased by +7%.
- Weapon XP increased by +10%.
- Resurgence
- Player XP decreased by -8%.
- Weapon XP increased by +10%.
- Plunder
- Player XP increased by +22%.
- Weapon XP decreased by -13%.
- Battle Royale
Player and Weapon XP rates have been adjusted in Warzone to bring each mode closer in line with one another.
Quality of Life Highlights
- Advanced UAV
- Advanced UAVs now display elevation arrows to indicate player altitude.
- Warzone Barracks
- The button layout in the Warzone Barracks has been reorganized to match the structure used in Multiplayer and Zombies.
- Ammo Caches
- Ammo Cache Depots now function like Munition Boxes, dropping additional ammo and equipment on the ground.
- Pinging Buyback Flares
- Players can now ping the flares from buybacks to better alert their teammates.
- Match Stat Tracker
- The font used in the match stat tracker has been adjusted for improved readability, especially at lower resolutions.
- Detailed Weapon Stats
- New stats have been added, and the layout has been redesigned to prioritize data clarity and accessibility.
Some stats adjusted by the attachments were not represented. The new stats better reflect reality.
- Fade Distance
- The fade distance for loadout and cash drop crates while parachuting has been reduced to 300 meters for improved visibility.
Body Shield
- Victims are no longer automatically released mid-air.
- The outline of the victim, previously visible through walls, has been disabled.
- Players can no longer release a victim without executing them first.
The body shield was incorrectly releasing your victim when attempting to take someone with you to a plummeting death, resulting in your own death but not your victim's.
Additionally, we are removing the griefing mechanic of repeatedly releasing, downing, and releasing the same target. Going forward, if you choose to body shield a player, it must now culminate in an execution.
Jumping
- Increased both jump speed and successive jump height with one unmodified successive jump.
We’re reverting some jump penalties to the values used last year. This marks the first step in our jump evaluation, and we’ll revisit this topic again in the future.
Parachute
- Increased the speed of the parachute cut animation, making cutting a parachute and readying your weapon significantly faster.
- Increased player velocity when landing from a cut parachute land, for smoother transition into full sprint.
The recovery time after landing from a parachute has often felt overly punishing, both for players trying to evade and those looking to engage. This adjustment aims to make the action more fluid and balanced, preventing it from feeling overly restrictive.
New
Reactive Armor Perk Slot 2
• Your armor will regenerate up to 50% if you have not taken damage in the last 5 seconds.
• Available via Event Reward
Adjustments
- Tracker
- Pings have been replaced with an outline that is not visible through walls but will still appear on targets through smoke.
- Tracker can now mark up to five targets simultaneously. Engaging a sixth target will remove the outline from the first target.
Tracker, Spy Camera, and Proxy Alarm have been adjusted to balance their usage. These changes address the over-reliance on intel systems that provide vision through walls. By scaling this back, we aim to align these mechanics with systems like UAVs while offering additional visual feedback. Our goal is to make highlight interactions more consistent, grounded, and balanced across engagements.
- Dexterity
- The weapon handling component of Dexterity has been enhanced and is now a default perk for all Warzone players.
This will result in smoother weapon handling for jumping, sliding and diving as a default change to all players.
- Mountaineer
- This perk returns in Slot 1, replacing Dexterity. Fall damage reduction has been significantly improved compared to the current version with Dexterity, though it’s not as powerful as its iteration in Modern Warfare III.
- Veteran
- Now provides significant damage reduction against the effects of Gas Grenades.
- Munitions Satchel
- Now only provides 1 additional item, down from 2, to address overstocking and spamming equipment.
- Tacticals & Lethals
- Maximum deployed tacticals and lethals reduced to 2 each, down from 3, to make more purposeful trap plays.
- Impact Grenade
- Default stack size increased from 2 to 3.
- When equipped with a Munitions Satchel, the max stack size increases to 4.
Impact Grenades occupy a unique niche between Semtex and Frag grenades. A direct hit significantly boosts its damage while also bypassing some of the mitigation provided by Bomb Squad, making it a more skill-based option. We’ve made the choice to retain its max stack size at 4, due to it underperforming quite significantly in metrics previously. Perhaps this makes it more IMPACTFUL.
- Thermobaric
- Inner radius increased from 25 to 50.
- Inner damage increased from 190 to 220.
- Outer damage increased from 48 to 55.
The Thermobaric grenade has been adjusted to improve its usability by increasing the inner radius, making it easier to deal higher damage. The slight damage boost complements this change.
- Frag Grenade
- Inner damage decreased from 250 to 240.
- Middle damage decreased from 170 to 120.
- Outer damage increased from 48 to 55.
Frag grenades are a staple in combat, known for their reliability. Following adjustments in Black Ops 6, they’ve become easier to use. These changes aim to align their damage output with their ease of use, and we will continue to monitor their effectiveness.
- Experimental Gas Grenade
- Slightly increased the trigger height of the gas effects to better match visuals.
- Movement reduction from gas decreased:
- Without resistance: from 60% to 50%.
- With resistance: from 60% to 25%.
- Gas damage against resistant targets reduced from 8 to 5.
Gas grenade usage has increased, and these changes ensure proper counters are in place. The Veteran perk remains the best option to counter negative equipment effects. These adjustments aim to balance the grenade’s effectiveness while keeping counters viable.
- Stim Shot
- Strafe slide velocity with stim slightly reduced.
The combination of stim and omni-directional slides exceeded normal velocity thresholds. This adjustment brings it back in line with regular gameplay metrics.
- Spy Camera
- Updated the outline visual to no longer display through walls.
- Effect duration increased from 7 seconds to 10 seconds.
- Proxy Alarm
- Updated the outline visual for better clarity.
- Advanced UAV
- Advanced UAVs now display elevation arrows to indicate player altitude.
- Bunker Buster
- Gas damage against targets with gas resistance has been reduced from 8 to 5.
- Loadout Drop Marker
- The bounce factor for Loadout Drop Markers has been reduced by 50%.
It’s not uncommon to see Loadout Markers bouncing far from their intended drop location. By halving the bounce factor - which was previously comparable to that of a smoke grenade - we aim to maintain the grenade-like behavior while minimizing the frustrating, unintended movement. We’ll continue to monitor player feedback on this adjustment.
- Portable Decontamination Station
- The ability to re-enable closed Buy Stations or Deployable Buy Stations by dropping a PDS nearby now works as intended.
- However, to align with the previously outlined Buy Station changes, this is not possible during the final circle of a match.
General
- Reload Speeds
- Reload speeds have been improved across all weapons, with increases ranging from 5% to 20%, depending on the weapon class.
- Modern Warfare 3
- Assault Rifles (ARs): 15% faster
- Marksman Rifles (MRs): 5% faster
- Submachine Guns (SMGs): 10% faster
- Sniper Rifles: 12% faster
- Handguns: 5% faster
- Battle Rifles: 10% faster
- Modern Warfare 2
- Assault Rifles (ARs): 12% faster
- Marksman Rifles (MRs): 10% faster
- Light Machine Guns (LMGs): 15% faster
- Submachine Guns (SMGs): 22% faster
- Sniper Rifles: 15% faster
- Handguns: 5% faster
- Battle Rifles: 10% faster
- Black Ops 6
- Assault Rifles (ARs): 5% faster
- Marksman Rifles (MRs): 5% faster
- Light Machine Guns (LMGs): 10% faster
- Submachine Guns (SMGs): 10% faster
- Sniper Rifles: 10% faster
- Handguns: 5% faster
- Reload speeds for Flip and Fast Mag attachments have been increased by an additional 5%.
- Modern Warfare 3
- Reload speeds have been improved across all weapons, with increases ranging from 5% to 20%, depending on the weapon class.
We have increased reload speeds to help make combat feel more fluid and decrease overall downtime. This should get it closer to previous iterations when using sleight of hand.
- Bullet Penetration
- Adjusted bullet penetration across most materials resulting in a more consistent experience for thicker walls in particular.
- Weapon Swap
- Increased swap speed by 10%, effectively replicating the effect of the Quick Grip Gloves Perk from Modern Warfare.
- Sprint-to-Fire
- Reduced sprint-to-fire penalty when jumping from 35% to 10%.
- Aim-Down-Sight
- Reduced the aim-down-sight (ADS) jump speed penalty by 25%.
We want to allow different play styles and movement mechanics to feel viable and smooth to perform. We will continue to monitor how these are playing out and adjust accordingly.
New Weapons
- PPSh-41 Submachine Gun
- Full-auto submachine gun. Fast fire rate with impressive damage and high recoil. Moderate handling.
- Available via Battle Pass Page 6 HVT Tier Reward, Page 14 Battle Pass Blueprint
- Cypher 091 Assault Rifle
- Full-auto assault rifle. Slower rate of fire balanced by great handling and excellent mobility.
- Available via Battle Pass Page 8 HVT Tier Reward, Page 11 Battle Pass Blueprint
- Feng 82 Light Machine Gun
- Full-auto light machine gun. Very slow rate of fire with great damage and handling.
- Available via Battle Pass Page 3 HVT Tier Reward, Page 10 Battle Pass Blueprint
- TR2 Marksman Rifle
- Semi-auto marksman rifle. Great rate of fire and respectable handling.
- Available via Event Reward
Weapon Adjustments
Assault Rifle Adjustments
AK-74
AK-74 Damage Adjustments
Maximum Damage Range
— Damage —
36
— Range —
0 - 53.3m
— Damage —
36
— Range —
0 - 58.4m⇧
Medium Damage Range 1
— Damage —
33
— Range —
53.3 - 71m
— Damage —
33
— Range —
58.4 - 76.2m⇧
Minimum Damage Range
— Damage —
28
— Range —
>71m
— Damage —
28
— Range —
>76.2m⇧
Additional Adjustments
- Aim Down Sight speed improved from 290ms to 270ms.
Sprint to Fire time improved from 205ms to 190ms.
Lower Torso multiplier increased from 0.88x to 0.9x.
AMES 85
Leg multiplier increased from 0.9x to 0.95x.
Headshot multiplier increased from 1.1x to 1.15x.
AS Val
- Default magazine reload speed is 5% faster.
Goblin Mk2
Goblin Mk2 Damage Adjustments
Maximum Damage Range
— Damage —
55
— Range —
0 - 45.7m
— Damage —
55
— Range —
0 - 45.7m
Medium Damage Range 1
— Damage —
45
— Range —
45.7 - 60.9m
— Damage —
48⇧
— Range —
45.7 - 71.1m⇧
Minimum Damage Range
— Damage —
43
— Range —
>60.9m
— Damage —
43
— Range —
>71.1m⇧
Additional Adjustments
- Bullet Velocity increased from 800m/s to 820m/s.
- Default Magizine and Flip Magizine clip size increased from 20 to 25.
- Lower, Arm, and Hand multipliers increased from 0.8x to 1x.
GPR 91
GPR 91 Damage Adjustments
Maximum Damage Range
— Damage —
32
— Range —
0 - 43.1m
— Damage —
32
— Range —
0 - 36.8m⇩
Medium Damage Range 1
— Damage —
28
— Range —
43.1 - 58.4m
— Damage —
28
— Range —
36.8 - 50.8m⇩
Minimum Damage Range
— Damage —
25
— Range —
>58.4m
— Damage —
25
— Range —
>50.8m⇩
Additional Adjustments
- Aim Down Sight speed slowed from 225ms to 240ms.
- Sprint to Fire time slowed from 160ms to 175ms.
- Leg multipliers decreased from 0.9x to 0.84x.
Model L
Model L Damage Adjustments
Maximum Damage Range
— Damage —
36
— Range —
0 - 55.8m
— Damage —
36
— Range —
0 - 62.2m⇧
Minimum Damage Range
— Damage —
30
— Range —
>55.8m
— Damage —
30
— Range —
>62.2m⇧
Additional Adjustments
- Leg multipliers increased from 0.85x to 0.88x.
XM4
XM4 Damage Adjustments
Maximum Damage Range
— Damage —
29
— Range —
0 - 39.3m
— Damage —
29
— Range —
0 - 34.2m⇩
Medium Damage Range 1
— Damage —
26
— Range —
39.3 - 53.3m
— Damage —
26
— Range —
34.2 - 48.2m⇩
Minimum Damage Range
— Damage —
24
— Range —
>53.3m
— Damage —
22⇩
— Range —
>48.2m⇩
Additional Adjustments
- Leg multipliers decreased from 1x to 0.88x.
Attachment Adjustments
- 100 Round Magizine:
- Aim Down Sight speed penalty increased from 15% to 30%.
- Buffer Stock:
- Horizontal Recoil Control bonus decreased from 60% to 45%.
- Vertical Recoil Control bonus decreased from 30% to 18%.
- Gunkick bonus decreased from 32% to 20%.
The ease of use of the XM4 allowed it to dominate at all ranges. We wanted to adjust its optimal range and introduce more tradeoffs when choosing the 100-round mag. Lastly, we acknowledge how powerful the buffer stock was in Season 01. With these adjustments, we aim to make it less of a crutch pick.
SMG Adjustments
C9
C9 Damage Adjustments
Maximum Damage Range
— Damage —
36
— Range —
0 - 12.1m
— Damage —
36
— Range —
0 - 13.0m⇧
Medium Damage Range 1
— Damage —
30
— Range —
12.1 - 22.3m
— Damage —
31⇧
— Range —
13.0 - 24.1m⇧
Medium Damage Range 2
— Damage —
28
— Range —
22.3 - 31.0m
— Damage —
28
— Range —
24.1 - 31.0m⇧
Minimum Damage Range
— Damage —
26
— Range —
>31.0m
— Damage —
26
— Range —
>31.0m
Additional Adjustments
- Aim Down Sight speed improved from 210ms to 200ms.
- Sprint to Fire time improved from 130ms to 120ms.
- Bullet Velocity increased from 550m/s to 570m/s.
- Leg multipliers increased from 0.9x to 1x.
Jackal PDW
Jackal PDW Damage Adjustments
Maximum Damage Range
— Damage —
41
— Range —
0 - 11.4m
— Damage —
41
— Range —
0 - 10.1m⇩
Medium Damage Range 1
— Damage —
35
— Range —
11.4 - 20.3m
— Damage —
35
— Range —
10.1 - 18.2m⇩
Medium Damage Range 2
— Damage —
30
— Range —
20.3 - 27.9m
— Damage —
30
— Range —
18.2 - 27.9m⇩
Minimum Damage Range
— Damage —
28
— Range —
>27.9m
— Damage —
28
— Range —
>27.9m
Additional Adjustments
- Upper Torso and Arm multipliers decreased from 1x to 0.93x.
- Lower Torso multiplier decreased from 0.9x to 0.83x.
- Bullet Velocity decreased from 530m/s to 500m/s.
Kompakt 92
- Aim Down Sight speed improved from 225ms to 210ms.
- Sprint to Fire time improved from 145ms to 130ms.
KSV
KSV Damage Adjustments
Maximum Damage Range
— Damage —
33
— Range —
0 - 12.9m
— Damage —
33
— Range —
0 - 13.9m⇧
Medium Damage Range 1
— Damage —
28
— Range —
12.9 - 23.1m
— Damage —
28
— Range —
13.9 - 24.8m⇧
Medium Damage Range 2
— Damage —
25
— Range —
23.1 - 35.5m
— Damage —
25
— Range —
24.8 - 35.5m⇧
Minimum Damage Range
— Damage —
24
— Range —
>35.5m
— Damage —
24
— Range —
>35.5m
Additional Adjustments
- Aim Down Sight speed improved from 220ms to 210ms.
- Sprint to Fire time improved from 130ms to 120ms.
- Bullet Velocity increased from 510m/s to 550m/s.
PP-919
pp-919 Damage Adjustments
Maximum Damage Range
— Damage —
42
— Range —
0 - 12.7m
— Damage —
42
— Range —
0 - 12.7m
Medium Damage Range 1
— Damage —
34
— Range —
12.7 - 22.8m
— Damage —
34
— Range —
12.7 - 21.3m⇩
Medium Damage Range 2
— Damage —
30
— Range —
22.8 - 30.7m
— Damage —
30
— Range —
21.3 - 30.7m⇩
Minimum Damage Range
— Damage —
28
— Range —
>30.7m
— Damage —
28
— Range —
>30.7m
Additional Adjustments
- Headshot multiplier decreased from 1.07x to 1.04x.
- Leg multipliers decreased from 1x to 0.82x.
LMG Adjustments
XMG
- Buffer Stock Attachment
- Horizontal Recoil Control bonus decreased from 40% to 25%.
- Vertical Recoil Control bonus decreased from 25% to 15%.
- Gunkick bonus decreased from 25% to 15%.
Pistol Adjustments
9MM PM
9MM PM Damage Adjustments
Maximum Damage Range
— Damage —
50
— Range —
0 - 6.3m
— Damage —
50
— Range —
0 - 8.8m⇧
Medium Damage Range 1
— Damage —
45
— Range —
6.3 - 15.2m
— Damage —
45
— Range —
8.8 - 16.5m⇧
Minimum Damage Range
— Damage —
40
— Range —
>15.2m
— Damage —
40
— Range —
>16.5m⇧
- Headshot multiplier increased from 1.2x to 1.3x.
- Upper Torso and Arm multipliers increased from 1x to 1.2x.
- Attachments
- Extended Mag I
- Magazine size increased from 12 to 15.
- Extended Mag II
- Magazine size increased from 15 to 18.
- Extended Mag I
- Lootable Perks
- The available perks from ground loot have been updated to include:
- Shrouded, Irradiated, Veteran, Reflexes, Sprinter, and Tempered.
- The available perks from ground loot have been updated to include:
- Lootable Weapons
- All ground loot weapon builds have been refreshed for the new season.
- Semi-auto rifles, burst rifles, and common through epic handguns have been removed.
- New Season 2 weapons have been added to the ground loot pool.
We've all been there - you pick up a rifle expecting it to be automatic, only to discover it’s semi-auto or burst when you fire. While we work on improving fire mode visibility, we’ve simplified the ground loot weapon pool to create a more predictable and consistent experience for all players.
- Intel
- Completing Intel contracts now has a very low chance to reward a Durable Gas Mask.
- Signal Intelligence
- Cash rewards for Signal Intelligence contracts, which were previously $7,500 per player, have been reduced based on squad size as follows:
- Solos: $7,500 per player ($7,500 total).
- Duos: $4,500 per player ($9,000 total).
- Trios: $3,500 per player ($10,500 total).
- Quads: $3,000 per player ($12,000 total).
- Cash rewards for Signal Intelligence contracts, which were previously $7,500 per player, have been reduced based on squad size as follows:
Signal Intelligence contracts were providing an excessive cash payout, especially for larger squad sizes. These adjustments, while significant, still offer high rewards compared to other contracts.
- Scavenger
- Distance between scavenger crates has been reduced, requiring less of a marathon between objectives.
- The majority of the time, objectives will prioritize remaining within the same point of interest.
- Runaway Train
- This event now has a 10% chance to occur in the 5th circle of Battle Royale.
- Warzone Tactician
- Bunker Busters and Cluster Strikes no longer count toward progress for this challenge.
- Deadeye
- The requirement to ping an enemy before eliminating them has been removed for challenge progression.
- Damage Adjustments
- C4 and IED damage have been slightly adjusted to ensure greater consistency when destroying vehicles.
- Post-Match XP Widget
- Updated XP widget to provide more information after a match.
- Third Party Reverb
- Reducing reverb effects to improve directionality of movement audio produced by other players (footstep, ascenders, parachutes).
- Parachute
- Adjusted parachute audio being louder than intended at farther distances.
- Self-Revive
- Players will now hear the enemy self-revive sound.
- Fixed an issue where the Ghost perk would persist from the pre-match lobby into the match.
- Fixed an issue where Cold Blooded did not properly counter Tracker.
- Fixed an issue where Quick Fix health regeneration did not activate correctly while plating.
- Fixed an issue preventing Quick Fix health regeneration from functioning when eliminating an enemy with the Combat Axe or Throwing Knife.
- Fixed an issue where the Survivor perk prevented players from reviving downed squad members.
- Fixed an issue where weapons became inaccessible near interactable areas.
- Fixed an issue causing weapons to fall through Buy Station models.
- Fixed an issue where the Experimental Gas Grenade gameplay effects lingered longer than the visual effects.
- Fixed an issue causing weapon tooltips to incorrectly display as "common" when dropped.
- Fixed an issue where MWII and MWIII weapons were missing Black Ops 6 weapon stats, including slide-to-fire time.
- Fixed visibility issues on Rebirth Island.
- Fixed an issue causing parachutes to deploy when jumping off ladders.
- Fixed an issue where players were not always able to go prone while reviving a teammate.
- Fixed an issue where bounty contracts displayed a delay in showing completion in the UI.
- Fixed an issue causing players to spectate an enemy who did not eliminate them.
- Fixed an issue where Most Wanted contracts did not override respawn timers as intended.
- Fixed issues preventing selected operators from properly applying in the front-end menu.
- Fixed an issue where the PRD audio sounded similar to zipline audio.
- Fixed an issue causing players to redeploy without weapons and preventing loot interactions.
- Fixed an issue preventing auto-pickup functionality when items were on lower shelves.
- Fixed an issue where the Scrambler effect persisted on the map throughout the match.
- Fixed an issue allowing players to launch themselves off a ladder using a Stim Shot.
- Fixed an issue where attempting to pick up one of multiple guns on the ground caused players to juggle them.
- Fixed additional cases where UAVs and Advanced UAVs did not trigger as expected.
- Fixed an issue where the Precision Airstrike notification failed to appear on the player’s location.
- Fixed an issue where icons for off-screen enemies were not displaying properly on the mini-map.
- Fixed an issue preventing the self-ping icon from appearing.
- Fixed an issue where the loadout selection UI displayed placeholder icons and white boxes in the live lobby.
- Fixed an issue where the killfeed overlapped with the active contract widget.
- Fixed an issue where users were kicked from the menu when trying to prestige.
- Fixed an issue where the Armory introdutory sequence (FTUE) replayed when returning from CoD HQ.
- Fixed an issue where the enemy voice chat icon displayed as friendly instead of red.
- Fixed an issue where KBM (keyboard and mouse) buttons for emotes in the Winner’s Circle did not function.
- Fixed an issue where duplicate armor satchels did not trigger the "inventory full" notification.
- Fixed overlap issues with the Prestige Master screen.
- Fixed an issue where private lobby codes did not always display properly.
- Fixed issues with parachutes during the Jailbreak public event.
- Fixed an issue where players only had one Gulag Rock instead of five in the Gulag.
- Fixed an issue causing players to spawn in the Gulag with Gulag Rocks in Warzone Ranked.
- Fixed an issue causing players to lose Tac Sprint functionality after using a zipline.
- Fixed a camera issue during infil sequences on Rebirth Island.
- Fixed an issue where crates could spawn out of bounds during the High Stakes public event.
- Fixed an issue causing MWII and MWIII loadout weapons to disappear when dropped.
- Fixed an issue where grabbing a loadout with a Baseball Bat caused it to appear as a Throwing Knife when equipped.
- Fixed an issue causing the Spy Camera to consume multiple charges when activated once.
- Fixed an issue allowing players to call in more Care Packages than intended during a match.
- Fixed an issue where Squid Games finishing moves did not consistently execute the enemy.
- Fixed an issue where the "Zipped Up" score event medal did not trigger in BR when a player killed someone while on a zipline or ascender.
- Fixed an issue where the "Hot Potato" grenade throwback medal did not trigger if the grenade downed the enemy instead of fully eliminating them.
- Fixed an issue preventing the elimination card from appearing when eliminating an enemy in the Gulag.
- Fixed an issue causing the primary weapon in a loadout to reset after a match.
- Fixed an issue where the player’s HUD disappeared when redeploying.
- Fixed an issue where the Recents tab in the Add Friends menu did not function properly.
- Fixed an issue causing the Recon Drone to appear invisible while in use.
- Fixed an issue where eliminations did not track properly for the player who downed an enemy taken hostage by a teammate.
- Fixed an issue where team colors in the killfeed were inconsistent with the actual player colors.
- Fixed an issue where contract icons occasionally disappeared from the map.
- Fixed an issue causing the typing sound to persist after using a UAV Tower.
- Fixed an issue with the "Bombshell" challenge where kills were not tracked correctly.
- Fixed an issue where some Dark Ops challenges did not grant XP properly.
- Fixed an issue where wins were calculated incorrectly in the "In Resurgence or BR, finish Top 10" challenge.
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*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.