Welcome to Season 03 Reloaded
Season 03 Updates
Welcome to Season 03

Season 03 Reloaded brings two new Multiplayer maps and a new 6v6 variant, Directed Mode for Shattered Veil, and new Loadout items like the Vendetta Perk and the Ladra SMG. Participate in new events and more when the mid-season update launches tomorrow on May 1!
New Multiplayer Maps
- Haven (6v6)
- Head to a KBG safehouse established in a neglected estate, its aesthetics forgotten in favor of its usefulness as a base of operations.
- Signal (6v6, 2v2)
- Turn the clock back to 1968 when Pantheon moles infiltrated the Numbers Station, where water floods in through a breach in the walls and flames lap the upper walkways.
New Map Variant
- Blazetown (6v6)
- Jump into this trippy Nuketown variant during Season 03 Reloaded.
New Multiplayer Limited-Time Mode

Joint Operations
- Ride to victory in a blaze of glory in Joint Operations, a gauntlet that challenges players across a series of Multiplayer mode variants including Team Deathmatch, Domination, Hardpoint, Kill Order, and Kill Confirmed.
- Catch your breath during breaks throughout the match, shifting the play of the game by adding modifiers that affect every Operator, including a +420 Score Bonus, 3rd Person, Visual Impairment, Double Health, Hardcore, Paranoia Sounds, Low Gravity, Double Jump, and Increased Movement Speed.
- Battle in 6v6 across all five modes, their order randomized at the start of each match. Compete for two minutes in each mode, ending when one team reaches the Score Limit or at the conclusion of all five modes. The team with the most points wins the game.
New Weapon (Multiplayer & Zombies)

- Ladra - SMG (Event Reward)
- Full-auto submachine gun. Extreme rate of fire, excellent range, and low recoil. Headshots can help offset lower base damage.
New Attachment
- Goblin Mk2 7.62 Mini-Rocket Conversion (Event Reward)
- Converts the Goblin Mk2 into a fully automatic weapon with explosive rocket ammunition. Splash damage capabilities come at the expense of bullet velocity and rate of fire.
New Multiplayer Perk

Vendetta - Recon (Event Reward)
- On respawn, mark your killer’s last known position for a short duration. Get a bonus score for eliminating that enemy. The Vigilance Perk counters being marked by Vendetta.
Directed Mode: Shattered Veil

- Get some extra guidance when taking on the Main Quest in Shattered Veil with the arrival of Directed Mode in Season 03 Reloaded. Head to Colton Hall in the wooded hills above Liberty Falls and deliver the Sentinel Artifact to S.A.M. with a maximum round cap of 15.
New Zombies Limited-Time Mode

- Zombie Snacks
- Whet your appetite in the Zombie Snacks limited-time mode, challenging Operators to keep their energy reserves up while aiming to enter a flow state, providing extra power for slaying the undead.
- Play Zombie Snacks on all five maps, including Shattered Veil, The Tomb, Citadelle des Morts, Terminus, and Liberty Falls, in both Standard and Directed playlists with the following gameplay changes:
- Energy Meter: In Zombie Snacks, your Operator’s health bar is replaced with an energy meter which depletes when taking damage or moving. The energy meter does not passively recharge. For that, you need food.
- In Standard, your energy depletes when moving or taking damage. Jumping, mantling, sliding, and diving all deplete energy on use. In Directed Mode, your energy only depletes when taking damage.
- Replenish your energy by eating snacks (+50), drinking Perks (+150), or chewing a GobbleGum (+50). Other health-based features will also refill energy, such as the Stimshot (+50) and the Light Mend Ammo Mod (+5 per glyph, +10 with the Extra Strength Augment).
- The Jugger-Nog Perk will increase your total energy bar.
- Food Items: Eat food to partially replenish your energy meter, dropped by downed enemies and found throughout the map.
- Specials, Elites, and HVTs are guaranteed to drop three snack items.
- Refrigerator Powerup: When activated, all eliminated zombies will drop food items for a short period of time. Nobody’s going hungry when this Power-Up drops.
- Flow Mode: Eliminate 10 zombies without taking damage to enter a flow state. Operators in the flow inflict plenty of extra damage and gain special boosts, such as improved handling and movement. Take any damage, and the flow state is lost. We suggest you turn up your music for this one.
- Earn GobbleGum rewards upon the first completion of the Main Quest in Standard or Directed Mode on any map:
- Directed: A custom collection of 4 GobbleGums per map.
- Each contains one high-rarity GobbleGum and 3 GobbleGums of other rarities.
- 15,000 XP per map, for a total of 75,000 XP across all maps.
- Standard: A custom collection of 6 GobbleGums per map.
- Each contains one high-rarity GobbleGum and 5 GobbleGums of other rarities.
- 15,000 XP per map, for a total of 75,000 XP across all maps.
- Directed: A custom collection of 4 GobbleGums per map.
New Field Upgrade

- Frost Blast (Event Reward)
- Create a blizzard that deals lethal frost damage on activation and slows enemies that enter it.
- This Field Upgrade can be used in all five 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.
- Frost Blast: Major Augments
- Ice Slick
- Enemies within the blizzard may be knocked down.
- Frost Cast
- The blizzard moves forward when activated.
- Flash Freeze
- Normal enemies within the blizzard will be frozen solid and are killed when damaged.
- Ice Slick
- Frost Blast: Minor Augments
- Extension
- Significantly increases blizzard duration.
- Frostbite
- Increase damage to frozen enemies.
- Extra Charge
- Increase max charges by one.
- Extension
New Events

- High Art (Launch)
- Join actor, comedian, and filmmaker Seth Rogen on an epic High Art journey. Earn XP in Multiplayer, Zombies, or Call of Duty: Warzone while the event is live to earn rewards like the new Ladra SMG.
- Blaze of Glory (Launch Window)
- Collect Blaze Bucks dropped by eliminated enemies. Redeem your bucks for rewards, including the new Vendetta Perk, the Frost Blast Field Upgrade, and the “Highly Decorated” Weapon Camo with an additional variant for Season 03 BlackCell owners.
GLOBAL
Movement
- Addressed an issue where slide to prone was not properly working with the Hybrid and Tap to Slide settings.
Weapons (Multiplayer & Zombies)
Season 03 Reloaded weapon balancing is focused around the new Season 03 weapons, as well as some follow up adjustments to the Goblin Mk2 and TR2. We are also bringing some improvements to LMGs. As always, thank you for your continued feedback on weapons in BO6.
Assault Rifles
Assault Rifle Adjustments
Goblin Mk2

We are giving the Goblin Mk2 higher Neck, Upper Torso, and Upper Arm multipliers to improve its 3-shot kill potential in the Max Damage Range. We intentionally avoid using body multipliers on most weapons in BO6 to keep gunfights feeling consistent. In this case we feel it’s appropriate to reward accuracy on the Goblin Mk2, especially given the new damage profile introduced in Season 03.
Adjustments
- Now has a Neck damage multiplier of 1.3x.
- Now has an Upper Torso damage multiplier of 1.1x.
- Now has an Upper Arm damage multiplier of 1.1x.
Kilo 141

The Kilo 141 is getting a small reduction to its Max Damage Range. The base TTK is the same in the Max Damage Range and Mid Damage Range 1, but headshots become less effective.
Kilo 141 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 31.8m
— Damage —
23
— Range —
0 - 26.7m ⇩
Medium Damage Range
— Damage —
21
— Range —
31.9 - 55.9m
— Damage —
21
— Range —
26.8 - 55.9m
Minimum Damage Range
— Damage —
19
— Range —
>55.9m
— Damage —
19
— Range —
>55.9m
CR-56 AMAX

The CR-56 AMAX will now take one more headshot to reduce TTK in the Medium Damage Range.
The TTK in the Medium Damage Range with no headshots remains the same, but 3 headshots are now required to reduce the TTK in that range.
CR-56 AMAX Damage Adjustments
Maximum Damage Range
— Damage —
30
— Range —
0 - 24.1m
— Damage —
30
— Range —
0 - 24.1m
Medium Damage Range
— Damage —
29
— Range —
24.2 - 48.3m
— Damage —
28 ⇩
— Range —
24.2 - 48.3m
Minimum Damage Range
— Damage —
23
— Range —
>48.3m
— Damage —
23
— Range —
>48.3m
SMGs
SMG Adjustments
C9

We are increasing the damage ranges and reducing the recoil penalty on the C9 10mm Auto 30-Round Mags. We are also increasing the damage in the Mid Damage Range 1 to allow a single headshot to reduce TTK. The goal is to make this a viable mid-range option for the C9.
C9 10mm Auto 30-Round Mags Damage Adjustments
Maximum Damage Range
— Damage —
28
— Range —
0 - 16m
— Damage —
28
— Range —
0 - 18.5m ⇧
Medium Damage Range 1
— Damage —
23
— Range —
16.1 - 26.7m
— Damage —
24 ⇧
— Range —
18.6 - 29.2m ⇧
Medium Damage Range 2
— Damage —
19
— Range —
26.8 - 38.1m
— Damage —
19
— Range —
29.3 - 40.6m ⇧
Minimum Damage Range
— Damage —
16
— Range —
>38.1m
— Damage —
16
— Range —
>40.6
Additional Adjustments
- Vertical recoil penalty reduced from 40% to 20%.
Saug

The Drop Time (the time it takes for the weapon go off screen when switching to another) was longer on the Saug than intended. This has been fixed to align with the other SMGs.
Adjustments
- Drop Time improved from 0.5s to 0.3s.
- Quick Drop Time (used for Fast Hands perk) improved from 0.4s to 0.2s.
Shotguns
Shotgun Adjustments
ASG-89

In the Season 03 update we made changes to the ASG-89 to reduce cases where you accidentally queue an additional shot when spamming the trigger. The implementation caused an unintended reduction to the effectiveness of the Rapid Fire attachment, which we are correcting here.
Rapid Fire Attachment Adjustment
- Rate of Fire improvement increased from 3% to 5%.
LMGs
LMGs in Black Ops 6 have a very short delay before they can fire, also known as a Pre-Fire Delay. The delay is one of a few factors that limit the effectiveness of aggressive play with the class when compared to other automatic weapons like ARs and SMGs. LMG Fast Mag attachments will now reduce the Pre-Fire Delay, which will improve the responsiveness of builds that look to mitigate these class limitations. These values do not display in Gunsmith, so we are including current values for all LMGs here.
LMG Adjustments
PU-21

Adjustments
- Pre-Fire Delay is 20ms (unchanged).
- Attachments
- Fast Mag I
- Now reduces Pre-Fire Delay to 10ms (50% reduction).
- Fast Mag II
- Now removes Pre-Fire Delay (100% reduction).
- Fast Mag I
XMG

Adjustments
- Pre-Fire Delay is 33ms (unchanged).
- Attachments
- Fast Mag I
- Now reduces Pre-Fire Delay to 25ms (25% reduction).
- Fast Mag II
- Now reduces Pre-Fire Delay to 17ms (50% reduction).
- Fast Mag I
GPMG-7

The GPMG-7 does not have Fast Mags to improve its Pre-Fire Delay, but it is receiving a small buff to its headshot multiplier. It will now only take two headshots to reduce its TTK, and just one with the CHF Barrel.
Adjustments
- Pre-Fire Delay is 33ms (unchanged).
- Headshot multiplier increased from 1.15x to 1.2x.
- Attachments
- CHF Barrel
- Headshot multiplier increased from 1.25x to 1.35x.
- CHF Barrel
Feng 82

Adjustments
- Pre-Fire Delay is 25ms (unchanged).
- Attachments
- Fast Mag I
- Now reduces Pre-Fire Delay to 19ms (25% reduction).
- Fast Mag I
Marksman Rifles
Marksman Rifle Adjustments
SWAT 5.56

The Grau Conversion for the Swat 5.56 has been performing significantly ahead of other weapons in Multiplayer. We want to preserve the gameplay feel of this weapon conversion as much as possible, so for now we will be reducing its Max Damage to slow down the base TTK in the Max Damage Range. However, it will only require one headshot in this range to improve the TTK back to its previous value.
Swat 5.56 Grau Conversion Damage Adjustments
Maximum Damage Range
— Damage —
28
— Range —
0 - 30.5m
— Damage —
24 ⇩
— Range —
0 - 30.5m
Medium Damage Range
— Damage —
22
— Range —
30.6 - 48.3m
— Damage —
22
— Range —
30.6 - 48.3m
Minimum Damage Range
— Damage —
18
— Range —
>48.3m
— Damage —
18
— Range —
>48.3m
Tsarkov 7.62

Like with the ASG-89, Rapid Fire caught an unintended nerf on the Tsarkov 7.62 when we improved shot queuing back in Season 2 Reloaded. This is being corrected to its previous effectiveness.
Attachment Adjustments
- Rapid Fire
- Rate of Fire improvement increased from 4% to 9%.
TR2

Overall, we are happy with the current state of the TR2 after its Season 03 buffs. We think it can still use another adjustment to help it fully shine, so we’re giving it a significant recoil improvement.
Adjustments
- View Kick Strength improved significantly.
Sniper Rifles
Sniper Rifle Adjustments
HDR

We have seen a lot of player feedback about the HDR feeling weak in Multiplayer. As with all the Season 03 weapons, our primary goal was to be as true to original feel of the HDR as possible, but this presents some challenges when adapting it to a longer TTK. We opted to maintain the HDR’s great handling and limit the one-hit potential to the upper torso and above.
Based on your feedback, we are increasing the damage on the HDR to help improve its consistency. The new damage profile matches the LW3A1 Frostline. We are also reducing the rechamber animation interrupt time to be more intuitive, which will help address some perceptions of the weapon not firing when it looks like it should. With these changes we expect the HDR to sit very favorably within the sniper class. We want each sniper rifle to have its place in Black Ops 6, so we will assess the balance within the class as the season continues.
Swat 5.56 Grau Conversion Damage Adjustments
Maximum Damage Range
— Damage —
102
— Range —
0 - 101.6m
— Damage —
104 ⇧
— Range —
0 - 88.9m ⇩
Medium Damage Range
— None —
Note: This weapon previously only had Maximum and Minimum Damage Ranges.
— Damage —
102 (New)
— Range —
89 - 127m (New)
Minimum Damage Range
— Damage —
99
— Range —
>101.6m
— Damage —
95 ⇩
— Range —
>127m ⇧
Special
Special Adjustments
Nail Gun

General
- Addressed an issue where the Nail Gun was not centered when held in ADS.
Melee
Melee Adjustments
Kali Sticks

The original Drop Time (the time it takes for the weapon go off screen when switching to another) for the Kali Sticks was very slow when compared to other Black Ops 6 melee weapons. We have updated this to match now.
Adjustments
- Drop Time improved from 0.83s to 0.25s.
MULTIPLAYER
Maps
- Dealership: Addressed an issue where a box truck door in the Backlot spawn was inadvertently closed.
Modes
- Addressed an issue where all players would not receive score for capturing a Headquarters.
- Addressed an issue where only the first player on a zone would be properly rewarded Score and segment stats in Control.
Perks and Wildcards
- Addressed an issue where a Scorestreak Weapon would be stowed after performing a melee when paired with the Close Shave Perk.
- Addressed an issue where the Assault Pack would not replenish Launcher ammunition when paired with the Flyswatter Wildcard.
Equipment
- Addressed some cases where explosive damage could be dealt through surfaces.
Scorestreaks
- Reduced score earned from Chopper Gunner Eliminations from 50 to 25.
Ranks + Prestige
- Addressed an issue that was causing the Prestige 10 icon to display for players who had just reached Prestige Master.
- Prestige Master levels now display in orange in the KillCam, Best Play, and Scoreboard.
Camos
- A counter displaying Gold Camo progress toward Diamond has been added to the Camo Hub for each Weapon Class. Once Diamond has been achieved for the displayed Weapon Class, the counter then switches to display the number of Diamond camos earned for that Weapon Class.
Mastery Badges
- Mastery Badges can now be tracked via the Challenge Tracking system, and will display in the Lobby Challenge Panel and via the In-Game Menu Challenge Panel.
- Up to 10 Mastery Badges can be tracked. If players have less than 10 Badges tracked the tracker will automatically display Mastery Badges that are near completion to assist.
- Access the “Tracked & Near Complete” list for Mastery Badges from the Lobby Challenge Panel.
Challenges and Medals
- Addressed an issue where players could earn the Wall Bang Medal when killing a teammate in modes where friendly fire is enabled.
- Addressed an issue where the Bomb Squad Medal was not properly awarded for destroying both bombsites in Demolition.
UI
- Party Size Warnings
- Added a warning icon and information for party sizes that are incompatible with a playlist.
Ranked Play
- Rejoin
- Players will be able to rejoin Black Ops 6 Ranked Play matches if they disconnect after the match has started. Players will have five minutes to Rejoin, and teammates will receive a reduced SR Loss if a matchmade teammate rejoins but they lose the match.
- Ranked Play Combat Record added, which tracks stats and match history from BO6 Ranked Play matches only – including SR history of your most recent 10 matches.
- Addressed an issue where players could unintentionally "Live Ping" enemies in Ranked Play.
Stability
- Addressed various stability issues.
ZOMBIES
Maps
- Shattered Veil
- General
- Increased rewards from the “Fog Rolling In” Easter Egg.
- Fixed visual glitches caused by the “Fog Rolling In” Easter Egg.
- Addressed an issue that prevented players from taking damage from the Microwave Trap.
- Updated the UI on the Teleporter Prompt to match other Teleporters.
- Addressed an issue where an audio log in Shem’s Henge could only be interacted with from one side.
- Addressed a visual issue with a tree in the Motor Court.
- Addressed an issue with some floating jerrycans in the Distillery.
- Addressed an issue that prevented some Xbox platforms from being able to see the Der Wunderfizz machine on the Tac-Map and Minimap.
- Main Quest
- Addressed an issue where The Essence Bomb could return to the Key Item list when loading a save after placing it.
- Addressed an issue where the player would need to pick up the Sconce again after loading a save.
- Addressed an issue where the energy siphon progress UI for the Explosive Canister in the Main Quest could re-appear after loading a save where it was already completed.
- Weapons
- Addressed an issue where a Ray Gun could not be used to start the 3rd encounter in the Wunderwaffe DG-2 Easter Egg.
- Addressed an issue where the crosshairs for the Wunderwaffe DG-2 were not present when aiming down sights in 3rd person.
- Addressed an issue where Invulnerability Sigils from the Ray Gun Mark II-P could float above the ground in some areas.
- Enemies
- Addressed an issue where loading a save would restore armor on damaged Elder Disciples.
- Addressed an issue where certain zombies charmed by Brain Rot would move slower than intended.
- Addressed an issue that could prevent Doppleghasts from tracking the player.
- Addressed an issue where an Abomination could spawn before the round started when loading a save.
- Final Encounter
- Addressed an issue where Energy Mine with the Turret Augment would shoot at Richtofen.
- Addressed an issue where the boss could move the player around while downed.
- Addressed an issue that prevented damage and damage values from appearing when using melee to attack the boss’s legs.
- Addressed an issue where some visual particle effects would remain after skipping the cutscene.
- Addressed an issue where critical damage from a Chopper Gunner was lower than non-critical damage against the boss.
- General
- Terminus
- Addressed an issue where the Void Cannon trap could teleport a player while using a Mutant Injection.
- Addressed an issue where the secondary fire for the Beamsmasher could be used infinitely under certain conditions.
- Liberty Falls
- Addressed an issue that allowed the Thrustodyne M23 to be used infinitely under certain conditions.
- Citadelle des Morts
- Directed Mode
- Addressed an issue where the guide would not highlight the first crystal in the light puzzle in the Dining Hall.
- Directed Mode
- The Tomb
- Addressed some locations that would be considered out of bounds when placing equipment.
- Addressed an issue that could restart the Parasite Trial when transitioning to a Special Round.
Weapons
- Added the base version of the Ray Gun Mark II to the Mystery Box weapon pool.
- Addressed an issue where loading a save would re-enable Pack-a-Punch camos if they were toggled off.
- Addressed an issue where removing attachments from a Weapon Blueprint that is set as a Zombie Build would not remove the attachments in-game.
- Pack-A-Punch Adjustments
We're happy with where the Marine SP sits in class with total damage. Comparing the weapon to other weapons in its class, however, it's clear how sluggish this weapon could feel due to its rechamber and segmented reload characteristics. These changes make the Pack-a-Punched version even more satisfying to use, starting in Season 03 Reloaded. We've also made PaP adjustments to the Maelstrom and Goblin Mk2 to make them hit harder and rip through more zombies at once.
- Marine SP (Pack-a-Punched version only)
- Increasing Ammo Add from 2 to 4.
- With certain barrels, reloading can be now done in one gesture.
- Increasing rechamber speed by 25%.
- Maelstrom (Pack-a-Punched version only)
- Increased penetration damage by 50%.
- Increased Damage Range by 50%.
- Increased Headshot Multiplier by 25%.
- Goblin Mk2 (Pack-a-Punched version only)
- Increased penetration damage by 60%.
- Increased PAP 1 Damage by 50%.
- Increased PAP 2 Damage by 50%.
- Increased PAP 3 Damage by 100%.
Perks
- General
- Addressed an issue that allowed players to duplicate perks.
- Double Tap
- Double Jeopardy Augment
- Prevented Double Jeopardy from activating from Wonder Weapons and melee hits as it is only supposed to activate from normal shots.
- Double Jeopardy Augment
Equipment
- Stim Shot
- Removed the text “Recharges on a cooldown.” from the description.
Field Upgrades
- Tesla Storm
- Addressed an issue where the Lithium Charged Augment would cause Players without the Augment to have their Tesla Storm display as if the augment was applied.
Support
- Death Machine
- Addressed an issue where loading a save would not retain the correct amount of ammo in a Death machine.
- Mangler Cannon
- Addressed an issue where swapping out a Mangler Cannon awarded from the Support Group GobbleGum for a different Scorestreak and picking it back up would reduce the ammo to 1.
- LDBR
- Addressed an issue that displayed the warning “Air space is too crowded.” when the scorestreak was usable.
- Mutant Injection
- Fixed an invulnerability exploit when using Mutant Injection and Aether Shroud simultaneously.
GobbleGums
- Reduced GobbleGum machine cooldown from 5 minutes to 10 seconds.
- Sped up the GobbleGum machine activation sequence so you can retrieve your GobbleGum within 2 seconds.
- Addressed an issue that would prevent the Time Out GobbleGum from skipping a round if used at the start of a new round.
- Addressed an issue that could prevent the Crate Power GobbleGum from applying when also activating a Wonderbar GobbleGum.
- Addressed an issue that could prevent the Crate Power GobbleGum from functioning properly.
Loot
- Addressed an issue where a Self-Revive Kit could not be equipped directly from a S.A.M. Trial Reward Crate.
UI
- Addressed an issue where the “Track Next Camo” and “Untrack Next Camo” button would not be immediately present when viewing the Tracked & Near Complete tab.
- Addressed an issue that could prevent equipped Ammo Mods from displaying when loading a save.
- Addressed an issue that could prevent the Exfil Timer from appearing.
- Addressed some visual issues that occurred in Loadouts when Prestiging in Zombies.
Graphics
- Addressed an issue where reloading the Game Over CR-56 AMAX Weapon Blueprint while in Aether Shroud could case a second floating weapon to appear.
- Addressed an issue where using the Enduring Radiance Augment for the Healing Aura Field Upgrade would result in blown-out effects.
- Addressed an issue where the chandelier in the Shattered Veil Grand Foyer was not present on PS4.
Audio
- Shattered Veil
- Addressed an issue where a line from Carver would not play during the Wonder Weapon Quest.
- Addressed an issue that prevented the Zipline sound effect from playing when using the Zipline in 3rd Person.
- Addressed an issue that prevented Operator callouts when pinging the teleporter.
Stability
- Addressed various stability issues.
MULTIPLAYER
- Maps
- Dealership
- Closed an exploit that allowed players to access an unintended location in the Commissary.
- Dealership
ZOMBIES
- GobbleGums
- Fixed an issue where GobbleGums a player was carrying when they saved would not be returned to them on Solo Save load. This had no effect on the player's overall GobbleGum inventory. (Added April 11)
- Closed various GobbleGums exploits. (Added April 11)
GLOBAL
VFX
- Addressed an issue where Black Ops 6 sniper rifles were missing heavy tracers when fired.
ZOMBIES
Maps
- Shattered Veil
- Addressed an issue where the Lab Technician can transform into a Parasite, preventing it from dropping the Floppy Disk for the Wonder Weapon Quest.
- Boss Fight
- Addressed an issue where the Void Sheath Augment for Aether Shroud was not counting toward the maximum number of melee swipes a player could do while mounted on the boss.
- Increased the maximum amount of melee swipes a player can do while mounted.
- Increased non-critical damage from the Ray Gun Mark II-R by 3.5x.
- Addressed an issue where the Void Sheath Augment for Aether Shroud was not counting toward the maximum number of melee swipes a player could do while mounted on the boss.
While the clever use of Full Powers during boss fights can be creative and fun, we’re staying focused on closing exploits and fixing bugs that can cheapen the experience of completing the Main Quest in the early days of a new map. This includes using Void Sheath to deal more melee damage than intended against bosses, so we’ve made a fix today while also increasing the max number of melee swipes players can do while mounted as a counterbalance.
We’ve also taken a look at the Ray Gun Mark II-R, which performs well as a general head-shotter and kiting weapon, but had a significant disadvantage in the boss fight when compared to the other Ray Gun Mark II variants. Its non-critical damage against the boss has been given a significant boost as a result!
GLOBAL
Ricochet Anti-Cheat
We’ve rolled out changes to account linking as described in a blog from #TeamRicochet ahead of Season 03.
These changes will provide additional security to players with multiple platforms linked to their ATVI ID.
Account Linking Update
- Any Activision ID will be required to complete a new email verification security check when connecting to a new PC platform account for the first time.
- Not completing this verification check will lock the account from use on the PC platform only until completed.
- Read more about this policy change here, and visit Keeping your Activision Account Secure periodically for account security best practices.
From the Ricochet Blog on 3/28:
Account Linking Changes
In a proactive effort to protect our players, we’re adjusting account linking shortly after the launch of Season 03. Any account that links to a new platform may be required to complete a new security challenge to verify they are in control of the account. Failure to complete the challenge will block gameplay on that platform. Players will see an in-game notification if this occurs, locking gameplay on the new platform until the authentication has been completed.
If you receive an email notification about a platform link or login attempt you did not initiate, visit CallofDuty.com to login and immediately unlink the account and update your password.
Securing your account by enabling 2FA is important, as is making sure you are not reusing passwords for your Activision ID that you would for other apps or websites. Reusing passwords on other apps or websites in connection with your email can open the door to your account being stolen or hijacked. Visit our best practices support page to learn how to better secure your account.

Graphics
- The T-800 Operator has received a visibility adjustment to ease target identification for the Endo Titanium Core skin.
UI
- Corrected the unlock requirement descriptions for the Monolithic Suppressor attachment and SWAT 5.56 Grau Conversion Kit.
MULTIPLAYER
Maps
- Nomad
- Addressed an issue where the minimap was zoomed in too far.
UI
- Addressed an issue where progress on tracked Mastery Camos would not display properly.
Stability
- Addressed various stability issues.
ZOMBIES
General
- Addressed an issue where some players experienced a ”Lost connection to Host/Server” error when attempting to start a Zombies match.
Maps
- Shattered Veil
- Addressed an issue where a white screen could persist during gameplay after watching the Final Encounter cutscene.
- Addressed an issue that could prevent the ritual in the Liminal Library from starting.
- Addressed an issue where players could get stuck on a wall during the Final Encounter.
- Addressed an issue where a Brain-Rotted Toxic Zombie could take damage from other Toxic Zombie explosions and gas.
- Addressed an issue that allowed the Ray Gun Mark II to be duplicated.
- Citadelle des Morts
- Addressed an issue where the Lightning Rod Zombie could not be killed.
Weapons
- Dragon’s Breath Fire Mod
- Addressed an issue where weapon melee attacks with this attachment would inflict fire damage.
GobbleGums
- Nowhere But There
- Addressed an issue where players could teleport into Armories.
Stability
- Addressed various stability issues.
WELCOME TO SEASON 03
“Did Hudson figure out the Pantheon silver bullet all the way back in 89?” - Frank Woods
In a video recorded before his death, Special Agent Jason Hudson warns of the Pantheon moles who have been working in the shadows for decades ever since Vietnam. They’ve managed to avoid detection throughout the years, using conflict and chaos to cover their tracks. With some new leads in play, however, their secrecy is no longer certain. Time to pick up the trail on April 2 with the launch of Season 03.

Like always, stay up to date with what’s to come with our Season 03 launch, including details of new Multiplayer and Zombies Content and the latest balance adjustments, gameplay improvements, bug fixes, and more arriving tomorrow.
Looking for Warzone Patch Notes? The Raven Software team has you covered right here.

New Multiplayer Maps
- Firing Range (6v6)
- Firing Range makes its glorious return in Black Ops 6 in a faithful remaster of the fan-favorite map. Watch for crossfire down the long center Road as Operators fight for control of the vantage points in the Tower and the upper levels of the Shoot House and Garage. Shooting targets move back and forth on their tracks behind the Office and several other spots adding a useful diversion while preparing for the next fight. Avoid the center chaos by branching off to the Dirt Road, keeping your guard up against ambush as you pass the Storage unit along the way.
- Barrage (6v6)
- Revisit 1968 Vietnam as you follow Hudson’s clues surrounding one Summit Watch at the front lines of battle. The trees have been cleared and the landscape flattened to make room for this base housing an artillery battery in active combat. The area has taken hits with large chunks blown off buildings including the Command Center and Barracks, the damage opening new pathways through the map.
- Nomad (6v6, 2v2)
- The Pantheon moles were in Afghanistan, too, when Woods fought there in 1986. Fight in the ruins of a fortified settlement commandeered for the ensuing battle, a parked missile carrier facing out over the valley where a convoy lies in ruins on the narrow road leading up to the map.
New Multiplayer Modes
Sharpshooter
- Flex your skills in this classic Black Ops free for all party mode where every Operator is assigned the same Loadout which changes every 45 seconds. Each cycle introduces a new Primary and Secondary Weapon from scoped Sniper Rifles to akimbo Pistols, plus a new Dedicated Melee weapon and Tactical and Lethal Equipment.
- Use everything at your disposal to eliminate enemies while unlocking bonus abilities for going on a streak:
- 1st Elimination: Increased movement speed.
- 2nd Elimination: Increased reload speed.
- 3rd Elimination: Increased sprint recovery speed.
- 4th Elimination: Increased ADS speed.
- 5th Elimination: Earn double score for eliminating enemies.
- Keep the streak going to unlock double score and make a run for the top three. When you’re taken out, respawn and build up those bonuses again. A short countdown precedes each weapon swap. Adapt and win.
Demolition
- Alternate between attacking and defending two bomb sites. The attacking team must destroy both bomb sites to win the round, gaining a time bonus after detonating the first site. All attacking Operators spawn with a bomb and respawns are active for both teams throughout the match.
- Defense is all about running down the clock. Defuse planted bombs right away, as the match timer pauses whenever a bomb site is in active countdown. If one of the sites is destroyed, regroup and throw everything you have into defending the last one.
New Weapons (Multiplayer & Zombies)
- Kilo 141 - Assault Rifle (Call of Duty: Warzone Login Reward)
- Fully automatic assault rifle with an ergonomic design that improves handling, and a steady fire rate helps stay on target.
- The Kilo 141 is back and ready to tear it up across Multiplayer and Call of Duty: Warzone. The weapon’s smooth handling, manageable recoil, and steady fire rate give it room to shine in a variety of combat situations, leaving no doubt as to why the Kilo 141 was a favorite in Verdansk. Now that the location is back, it’s time to relive the glory days with this hard-hitting Primary Weapon.
- Players will automatically unlock the Kilo 141 for use in Black Ops 6 and Call of Duty: Warzone after logging in to Call of Duty: Warzone at the launch of Season 03.
- CR-56 - Assault Rifle (Battle Pass)
- This lightweight 7.62 x 39mm full-auto assault rifle is compact and powerful. Built exclusively for military use, the standard issue rifle is deadly at mid-range combat and easily configured for a variety of assault tactics.
- Combining high-damage hits with a fast fire rate and good handling, the CR-56 AMAX is the perfect mid-range weapon for downing targets fast. Eliminate enemies in three to four shots up to 25 meters out, leaving plenty left over to chew through equipped armor. Quick reloads get you back into the action fast, a helpful trait no matter how you choose to customize the weapon via Gunsmith.
- HDR - Sniper Rifle (Battle Pass)
- Anti-material bolt action sniper rifle chambered in 12.7 x 108mm ammunition. Bullets have a lower muzzle velocity but remain devastating even at very long ranges.
- Veterans of Verdansk know the power of the HDR and the havoc a sniper can inflict with it when stationed in high vantage points like the infamous Airport Control Tower. The weapon’s long reach and heavy damage make it a favorite of sharpshooters, its distinctive firing sound sending squads running. Add the Reinforced Barrel attachment to further extend your damage range and bullet velocity, and don’t forget to hold your breath for difficult shots.
- Kali Sticks - Melee (Event Reward)
- Two-hit kill. Extremely fast attack speed. Short range.
- The infamous Kali Sticks return, dealing out damage with rapid swings that’ll take down your target in a flash. Smack them with fast follow-up hits using the weapon’s light attack or take them out in a more dramatic fashion by unleashing the heavy attack. Use Kali Sticks in Multiplayer with the new Close Shave Perk to deploy a quick whack against enemies without having to manually swap to your Dedicated Melee slot first.
- Nail Gun - Special (In-Season)
- Full-auto Nail Gun. High damage at close range with fast handling speeds and very low muzzle velocity.
- Stick it to them with this handy tool configured with a magazine of 15 nails that fires at full auto. The damage drops off quickly after 25 meters and performs best up close. The Nail Gun’s low muzzle velocity can make it difficult to land shots against fast moving targets, so get them in your sights and unload before they know what hit them. This armament is a reward earned during the Black Ops Tribute Event.
New Attachments
- Monolithic Suppressor (Battle Pass)
- Monolithic Core provides superior sound suppression and increased range. Moderate weight increase affects agility.
- Available for Assault Rifles (except AS VAL), SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, and Pistols.
- SWAT 5.56 Grau Conversion (Battle Pass)
- Convert the SWAT 5.56 into a fully automatic weapon with lower damage and range but improved accuracy, mobility, and handling. Equips a new default Barrel and Magazine and unlocks an exclusive 50-round extended Magazine. Blocks Barrel attachments.
- C9 10mm Auto 30-Round Mags (In-Season)
- Conversion kit to use higher caliber 10mm Auto ammunition for increased stopping power. Though the conversion results in some increased recoil and a slightly lower fire rate, the extra damage, range, and velocity make this attachment a worthy consideration when approaching enemies on bigger maps.
New Multiplayer Perks

Close Shave - Enforcer (Event Reward)
- Automatically use your Dedicated Melee attack when you perform a weapon butt attack. Simply tap the Melee button to attack. Like the old days!
New Scorestreak (Multiplayer & Zombies)

- Death Machine (In-Season)
- Heavy minigun with a fast fire rate, high penetration, and a large ammunition capacity.
- Wield the infamous Death Machine, a powerful weapon with a single large magazine that fires high impact rounds at a blistering rate of fire. Score earned while using the Death Machine contributes to your current Scorestreak progress, making this a great tool for bumping up to the next streak.
New Zombies Map: Shattered Veil

With the Sentinel Artifact in hand, the crew heads to the remote wooded hills above Liberty Falls to meet with S.A.M. at an old mansion in the forest which has been retrofitted to [[REDACTED]]. Only with the aid of S.A.M.’s synthetic mind can the team hope to unlock the ancient artifact’s mysteries and bring back Agent Maxis. What could possibly go wrong?
New Zombies Perk-A-Cola

- Double Tap
- The classic rapid-fire Perk returns for the first time in nearly a decade, dramatically increasing your weapon’s fire rate to chew through enemy hordes in record time. Research the iconic Perk for powerful enhancements like an even faster fire rate and the chance to inflict double damage.
- Double Tap is available in Shattered Veil along with the other previously accessible Zombies Perks. Note that some of these Perk-a-Colas are only available via the Der Wunderfizz machine.
- Double Tap is available on The Tomb, Citadelle des Morts, Liberty Falls and Terminus maps via the Der Wunderfizz machine.
- Double Tap Augments
- Major
- Double Jeopardy
- Normal zombies at low health have a chance to die immediately when shot.
- Double Impact
- Double hits on the same target in quick succession deal more damage.
- Double Standard
- All non-critical shots do double damage. Only applies to normal bullet weapons.
- Double Jeopardy
- Minor
- Double Time
- Increases fire rate bonus.
- Double or Nothing
- Weapons have a chance to do double damage but also have a chance to do zero damage.
- Double Play
- Killing two enemies in quick succession has a chance to return two rounds to your magazine. Only applies to normal bullet weapons.
- Double Time
- Major
New Zombies Wonder Weapons
- Ray Gun Mark II (+ 3 Variants)
- Drop multiple zombies at once with the upgraded and modestly unstable Ray Gun Mark II. Recovered from the Dark Aether by Project Janus, this powerful laser armament delivers three-round bursts of energy, can be Pack-a-Punched, and doubles as a bludgeoning instrument if you’re running low on ammunition.
- Then there’s the three new variants.
- Provided you’ve [[REDACTED]], you can experiment with an additional three variants of the Ray Gun Mark II:
- Ray Gun Mark II-W: Offering similar bullet patterns to a submachine gun, this also has a random chance to ignite enemies.
- Ray Gun Mark II-P: Shooting ammunition like a shotgun, with a chance to spawn a sigil with the ability to grant invulnerability to the player standing on it for a limited time.
- Ray Gun Mark II-R: Dropping zombies with a Marksman Rifle-like discharge, expect a chance to spread a plague infection that can inflict area-of-effect damage.
- Provided you’ve [[REDACTED]], you can experiment with an additional three variants of the Ray Gun Mark II:
- Wunderwaffe DG-2
- Capable of striking down hordes with chain-lightning blasts, this has the bonus effect of stunning crowds of zombies, usually resulting in additional, and eventually terminal damage.
New Zombies Enemies
- Elder Disciple
- Strange, floating apparitions have been seen flitting about the sprawling gardens and rambling mansion estate. Known to some as Elder Disciples, these powerful enemies likely spell trouble for the crew.
- Elder Disciples gain strength as they empower the zombies around them while summoning more undead to join the battle. Using their dark magic, these fetid, floating carcasses can force their allies to evolve more quickly, allowing a lowly zombie to more rapidly transform into a Doppelghast or some other sinister form.
- Eliminate the Elder Disciple before their forces grow too powerful, keeping it at a distance to avoid the scream it lets loose against players who draw too close. The deadly enemy grows more agitated as it takes damage, so try to get the job done fast.
- Toxic Zombies
- As a sickly yellow fog descends across the mansion, expect the inhabitants to take on an even-more revolting pallor. Easily identifiable due to their greenish hue and more skeletal exterior, Toxic Zombies seem to have lost all but their base perambulatory functions and seem intent on sprinting toward their prey before exploding, leaving a damaging pool of acid in their wake. Listen for their telltale shriek and get the jump on them before they can close the distance.
New GobbleGums

- Tactical Diffusion (Rare)
- Disables the next Nuke Power-Up explosion you activate and gives everyone 2,000 Essence instead.
- Support Group (Legendary)
- Gobble up this tasty GobbleGum to acquire the ARC-XD, Mangler Cannon, Sentry Gun and Mutant Injection Support items.
- Die Pitched (Whimsical)
- Zombies have high-pitched voices. Lasts three minutes.
New Features

- Camo Hub
- The Camo HUB is planned to be added shortly after launch to provide players with a wealth of Camo information and assist all in their quest for Dark Matter and Nebula. Available via the Barracks > Challenges Menu, the Camo HUB gives players all the Camo information they need in a single location:
- View all available Weapons by Weapon Class, with each Weapon sorted by furthest Camo progress
- View the Next Camo Challenge for each Weapon
- View the 2 available Special Camos for each Weapon
- View the next unearned Camo Mastery Calling Card reward
- Track/Untrack a Weapon’s Next Camo
- Select a Weapon to go to that Weapon’s full Camo screen
- “Tracked & Near Complete” tab now serves as the new home for the player’s manually tracked or automatically surfaced near complete Camo Challenges
- The Camo HUB is planned to be added shortly after launch to provide players with a wealth of Camo information and assist all in their quest for Dark Matter and Nebula. Available via the Barracks > Challenges Menu, the Camo HUB gives players all the Camo information they need in a single location:
New Operators
- R0-Z3 (BlackCell, Crimson One, Launch)
- R0-Z3 returns to claim her status as a top BlackCell operative working in Verdansk. You know the drill. No witnesses.
- Hudson (Battle Pass, Rogue Black Ops, Launch)
- Special Agent Jason Hudson, CIA operative, handler to Alex Mason, and KIA during Operation False Profit.
- Mace (Battle Pass, Crimson One, Launch)
- The Special Forces Army Ranger turned PMC returns, ready to inflict serious damage on anyone who thinks they can best him in Verdansk.
- John Black Ops (Event Reward for Black Ops 6 owners, In-Season)
- A mysterious Operator clad in a gray jump suit, sporting tactical goggles and helmet. Anonymous. Unassuming. Deadly.
New Events

- Black Ops Tribute (In-Season)
- Don’t miss out on this legendary tribute to Black Ops in an event stuffed with rewards that honor the history of the series.
- Earn XP in any mode to progress the Event and earn Black Ops themed rewards. Black Ops 6 owners will receive additional rewards only available to use in Black Ops 6.
- Earn cosmetic content and functional equipment, including the Nail Gun (Special Weapon), C9 10mm Auto 30-Round Mags (Attachment), Thermite (Lethal in Call of Duty: Warzone), Death Machine (Scorestreak in MP/Support in Zombies), Close Shave (MP Perk), an Emote, GobbleGums, and the fan-requested Operator, “John Black Ops”.
GLOBAL
RICOCHET Anti-Cheat
This season, the focus remains on our commitment to taking down cheat makers, banning bad actors, and ensuring a great player experience. Our roadmap for anti-cheat extends beyond this season, but in the latest Progress Report we’ll focus on recent results and security-focused updates coming in Season 03.
Check out the Season 03 RICOCHET Anti-Cheat Update here.
Console Cross-Play Settings
In Season 03, we're giving console players more granular options by separating the MP Ranked Play and Call of Duty: Warzone Ranked Play settings and adding a new Multiplayer-only setting for Quickplay, Featured, and Party Games matches.
Each of these three settings (Multiplayer Ranked Play, Call of Duty: Warzone Ranked Play, and Multiplayer Unranked) will include the following options:
- On: Enables matchmaking with all gaming platforms when playing in the selected playlists.
- On (Consoles Only): Enables matchmaking only with other consoles when playing in selected playlists.
- May negatively impact matchmaking queue times.
- Off: Restricts matchmaking to your current gaming platform only in selected playlists.
- Will negatively impact matchmaking queue times.
Additional details on how these settings interact with party members who are on different platforms.
- Players in a party who all belong to the same console platform will matchmake with the party leader’s preferred cross-play settings.
- Players who have selected "Cross-Play Off" and create a mixed platform party that includes a different console platform will have their cross-play settings temporarily adjusted to "Cross-Play On (Consoles Only)" to enable matchmaking. This temporary adjustment enables matchmaking for the duration of the mixed platform party, and disbanding this party will result in preferred matchmaking settings being restored.
- Players who have selected "Cross-Play Off" and create a mixed platform party with a PC player will have their cross-play settings temporarily adjusted to "Cross-Play On." This enables matchmaking for the duration of the mixed platform party, and disbanding this party will result in preferred matchmaking settings being restored.
- Reminder: Adjusting Cross-Play settings may negatively impact matchmaking queue times.
UI/UX

- Improved menu framerate stability while compiling shaders.
- The Pre-Loading Shaders warning has been split per game mode.
- Significantly reduced the time required to compile shaders before launching a match.
- A new menu widget was added in the lobby to indicate the progress of Pre-Loading Shaders to let you know when you are ready to play!
PC Benchmark
- ICYMI: The PC Benchmark remains a useful tool to optimize your gaming experience. Located in the Graphics Settings menu of Black Ops 6 Multiplayer, it simulates a multiplayer match to help you fine-tune your graphics for optimal performance and higher framerates.
Global
- Entering Prestige will no longer reset Operator, Calling Card, Emote, Spray, or Gobblegum customization.
- Addressed an issue where Finishing Move audio would continue to play after scrolling to a new tier in the Battle Pass.
Challenges
- BlackCell
- BlackCell Daily Challenge
- BlackCell owners can now complete an additional Daily Challenge in Multiplayer, Zombies, and Call of Duty: Warzone for an added 7,500 XP each. The BlackCell Daily Challenge counts toward the 3 challenges needed to earn the Daily Challenge Bonus XP.
- BlackCell Daily Challenge
Weapons
Multiplayer & Zombies
A major focus of our weapon balance changes in Season 03 is to enable more gameplay variety. Almost every attachment that modifies the core behavior of a weapon is receiving an improvement to help with its viability in the meta. It is our goal to ensure that all existing and future weapon mods feel fun and powerful to use.
Semi-auto weapons are another broad target for buffs this patch. The changes aim to make these weapons more accessible and competitive, as well as create more distinct gameplay feel between the faster semi-auto primaries.
As a last top-level note, the Season 03 patch includes adjustments to the Jackal PDW. More details on the thinking behind the change can be found below. Our weapon balance philosophy is to be conservative with nerfs, and to always consider whether there is an opportunity to elevate other weapons instead. In this case, we feel strongly that tuning down the Jackal PDW will be good for the health of the weapon meta going forward.
Assault Rifles
Assault Rifle Adjustments
XM4

- 3-Round Burst Mod
- Burst Fire Delay reduced from 160ms to 140ms.
GPR 91

- Adjustments
- Reduced visual recoil.
Goblin Mk2

The Goblin Mk2 is getting a light rework that significantly improves its rate of fire. We wanted to give players a truly fast-firing semi-auto primary option, and doing so also opened some design space for the TR2 to receive buffs while maintaining its own identity. Although the Goblin Mk2 loses some damage with this change, it now has better range and stronger headshot potential. Players who can land multiple headshots will find the improved CHF Barrel to be especially lethal.
Goblin Mk2 Damage Adjustments
Maximum Damage Range
— Damage —
40
— Range —
0 - 19.7m
— Damage —
33 ⇩
— Range —
0 - 25.4m ⇧
Medium Damage Range
— Damage —
37
— Range —
19.8 - 41.3m
— Damage —
28 ⇩
— Range —
25.5 - 44.5m ⇧
Minimum Damage Range
— Damage —
30
— Range —
>41.3m
— Damage —
24 ⇩
— Range —
>44.5 m ⇧
Additional Adjustments
- Rate of Fire improved from 460rpm to 600rpm.
- ADS Speed improved from 240ms to 230ms.
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.5x to 1.6x.
AS VAL

The AS Val saw a couple of nerfs early on in Black Ops 6, and we agree with feedback that it was a bit too much. It will be getting most of its Max Damage Range back, as well as some improved mobility.
AS VAL Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 -12.7m
— Damage —
22
— Range —
0 - 19.1m ⇧
Medium Damage Range 1
— Damage —
18
— Range —
12.8m - 43.2m
— Damage —
18
— Range —
19.2m - 43.2m
Minimum Damage Range
— Damage —
16
— Range —
>43.2m
— Damage —
16
— Range —
>43.2m
Additional Adjustments
- Movement Speed increased from 4.7m/s to 4.8m/s
- ADS Movement Speed increased from 3.2m/s to 3.3m/s
Attachment Adjustments
- CHF Barrel Attachment
- Vertical Recoil penalty reduced from 50% to 30%.
SMGs
SMG Adjustments
Tanto .22

The Binary Trigger is receiving a handful of changes to make it a more viable alternative to the base Tanto .22 build. It gets some nice range improvements alongside recoil and headshot buffs that help it lean into more of a mid-range accuracy archetype.
Tanto .22 Binary Trigger Damage Adjustments
Maximum Damage Range
— Damage —
25
— Range —
0 - 14.6m
— Damage —
25
— Range —
0 - 15.9m ⇧
Medium Damage Range 1
— Damage —
21
— Range —
14.7 - 23.5m
— Damage —
21
— Range —
16 - 27.9m ⇧
Medium Damage Range 2
— Damage —
18
— Range —
23.6 - 34.3m
— Damage —
18
— Range —
28 - 35.6m ⇧
Minimum Damage Range
— Damage —
15
— Range —
>34.3m
— Damage —
15
— Range —
>35.6m ⇧
Binary Trigger Attachment Additional Adjustments
- Headshot damage scaling increased from 12% to 15%.
- Vertical Recoil improvement increased from 10% to 20%.
- Horizontal Recoil improvement increased from 10% to 20%.
Jackal PDW

Let’s talk about the Jackal PDW… The Jackal is intended to have best-in-class handling and excellent mobility. After giving it some time with its current tuning (those of you who joined us for Beta will remember where it started), we feel that it’s still too versatile and limits SMG diversity. We are increasing the recoil and reducing the range a touch. The foregrips that improve Horizontal Recoil will also be less effective. On the flipside, it is receiving a minor improvement to headshot damage in its Minimum Damage Range. We are also updating the Slide and Dive to Fire Times to be above average for SMGs.
Our goal with these adjustments is not to kill the Jackal PDW, but we do want to emphasize the need to play to its strengths. We’ll be keeping a close eye on these changes and your feedback to gauge if further adjustments are necessary to find the weapon its sweetspot.
Jackal PDW Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 17.1m
— Damage —
26
— Range —
0 - 15.9m ⇩
Medium Damage Range 1
— Damage —
22
— Range —
17.2 - 22.2m
— Damage —
22
— Range —
16 - 21.6m ⇩
Medium Damage Range 2
— Damage —
17
— Range —
22.3 - 32.4m
— Damage —
17
— Range —
21.7 - 29.2m ⇩
Minimum Damage Range
— Damage —
15
— Range —
>32.4m
— Damage —
16 ⇧
— Range —
>29.2m ⇩
Additional Adjustments
- Headshot multiplier decreased from 1.27 to 1.24. (MP Only)
- Slide to Fire Time improved from 320ms to 300ms.
- Dive to Fire Time improved from 400ms to 380ms.
- Increased recoil strength and deviation.
Attachment Adjustments
- Vertical Foregrip
- Horizontal Recoil improvement reduced from 30% to 20%.
- Ranger Foregrip
- Horizontal Recoil improvement reduced from 13% to 10%.
Kompakt 92

We think the Kompakt 92 3-Round Burst Mod is in a good spot, but it has room for a little more upside given the raw power tradeoff when compared to the base weapon. Reducing the recoil lets this version of the Kompakt 92 stretch out its ranges more, which is the advantage to choosing the burst instead of full-auto.
Attachment Adjustments
- 3-Round Burst Mod
- Reduced View Kick Strength and Deviation.
- Reduced Gun Kick Strength.
Shotguns
All three shotguns have improvements to their alternate ammo types: Dragon’s Breath and Slug Rounds. Dragon’s Breath now has a slightly higher damage over time, as well as longer range. Pellet damage is also being improved at various ranges. The goal is to make Dragon’s Breath a longer range alternative that still retains a classic shotgun feel.
Slug Rounds are getting significant buffs, with the goal of giving each shotgun a unique alternate playstyle. The Marine SP Slugs have a massive range improvement, which paired with better headshot damage turn it into a high risk, high reward precision weapon. The ASG-89 Slugs have much higher damage, converting it into a mid-range semi-auto slugger. Finally, the Maelstrom Slugs have higher damage and ranges that make it akin to a slow-fire rifle.
Shotgun Attachment Adjustments
- Dragon’s Breath
- Burn damage increased from 25 to 30.
Shotgun Adjustments
Marine SP

Dragon's Breath Adjustments
The below damage values are per-pellet.
Marine SP Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
30
— Range —
0 - 2.8m
— Damage —
30
— Range —
0 - 2.8m
Medium Damage Range 1
— Damage —
25
— Range —
2.9 - 7.6m
— Damage —
25
— Range —
2.9 - 9.5m ⇧
Medium Damage Range 2
— Damage —
12
— Range —
7.7 - 19.7m
— Damage —
18 ⇧
— Range —
9.6 - 19.7m
Minimum Damage Range
— Damage —
9
— Range —
19.7m - 33m
— Damage —
12 ⇧
— Range —
19.8 - 35.6m ⇧
Slugs Adjustments
Marine SP Slugs Damage Adjustments
Maximum Damage Range
— Damage —
102
— Range —
0 - 2m
— Damage —
102
— Range —
0 - 2m
Medium Damage Range 1
— Damage —
96
— Range —
2.1 - 12.7m
— Damage —
96
— Range —
2.1 - 25.4m ⇧
Medium Damage Range 2
— Damage —
70
— Range —
12.8 - 25.4m
— Damage —
70
— Range —
25.5 - 45.7m ⇧
Minimum Damage Range 3
— Damage —
50
— Range —
25.5 - 33m
— Damage —
50
— Range —
45.8 - 61m ⇧
Minimum Damage Range
— Damage —
45
— Range —
>33m
— Damage —
45
— Range —
>61m
Slugs Attachment Additional Adjustemnts
- Headshot damage scaling increased from 50% to 60%.
ASG-89

General Adjustments
- Rate of Fire improved from 188rpm to 200rpm.
- Improved shot queuing.
- Reduced View Kick Strength.
Dragon's Breath Adjustments
The below damage values are per-pellet.
ASG-89 Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
17
— Range —
0 - 2.5m
— Damage —
25 ⇧
— Range —
0 - 1.5m ⇩
Medium Damage Range 1
— Damage —
15
— Range —
2.6 - 7.6m
— Damage —
18 ⇧
— Range —
1.6 - 12.7m ⇧
Medium Damage Range 2
— Damage —
11
— Range —
7.7 - 18.4m
— Damage —
12 ⇧
— Range —
12.8 - 21.6m ⇧
Minimum Damage Range
— Damage —
8
— Range —
18.5 - 30.5m
— Damage —
8
— Range —
21.7 - 33m ⇧
Slugs Adjustments
ASG-89 Slugs Damage Adjustments
Maximum Damage Range
— Damage —
102
— Range —
0 - 1.3m
— Damage —
102
— Range —
0 - 1.3m
Medium Damage Range 1
— Damage —
70
— Range —
1.4 - 15.2m
— Damage —
96 ⇧
— Range —
1.4 - 12.7m ⇩
Medium Damage Range 2
— Damage —
58
— Range —
15.3 - 21.6m
— Damage —
70 ⇧
— Range —
12.8 - 19.1m ⇩
Minimum Damage Range 3
— Damage —
40
— Range —
21.7 - 29.2m
— Damage —
50 ⇧
— Range —
19.2 - 35.6m ⇧
Minimum Damage Range
— Damage —
30
— Range —
>29.2m
— Damage —
30
— Range —
>35.6m ⇧
Slugs Attachment Additional Adjustemnts
- Headshot damage scaling increased from 50% to 60%.
Additional Attachment Adjusments
- CHF Barrel
- Headshot multiplier increased from 1.15x to 1.3x.
Maelstrom

General Adjustments
- Reduced View Kick Strength.
Dragon's Breath Adjustments
The below damage values are per-pellet.
Maelstrom Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
13
— Range —
0 - 1.5m
— Damage —
18 ⇧
— Range —
0 - 3.8m ⇧
Medium Damage Range 1
— Damage —
9
— Range —
1.6 - 5.7m
— Damage —
12 ⇧
— Range —
3.9 - 13.3m ⇧
Medium Damage Range 2
— Damage —
7
— Range —
5.8 - 23.5m
— Damage —
7
— Range —
13.4 - 26m ⇧
Minimum Damage Range
— Damage —
5
— Range —
23.5 - 35.6m
— Damage —
5
— Range —
26.1 - 38.1m ⇧
Slugs Adjustments
Maelstrom Slugs Damage Adjustments
Maximum Damage Range
— Damage —
61
— Range —
0 - 14m
— Damage —
90 ⇧
— Range —
0 - 6.4m ⇩
Medium Damage Range 1
— Damage —
45
— Range —
14.1 - 20.3m
— Damage —
70 ⇧
— Range —
6.5 - 20.3m
Medium Damage Range 2
— Damage —
40
— Range —
20.4 - 25.4m
— Damage —
60 ⇧
— Range —
20.4 - 30.5m ⇧
Minimum Damage Range 3
— Damage —
30
— Range —
25.5 - 30.5m
— Damage —
35 ⇧
— Range —
30.6 - 40.6 ⇧
Minimum Damage Range
— Damage —
24
— Range —
>30.5m
— Damage —
30 ⇧
— Range —
>40.6m ⇧
Slugs Attachment Additional Adjustemnts
- Reduced screen shake while firing.
- Neck damage scaling removed (was 10% increase).
- Upper Torso damage scaling removed (was 10% increase).
- Upper Arms damage scaling removed (was 10% increase).
- Lower Torso damage scaling now reduced by 20%.
- Lower Arms damage scaling now reduced by 20%.
- Hands damage scaling now reduced by 20%.
- Upper Legs damage scaling now reduced by 30%.
- Lower Legs damage scaling now reduced by 60%.
- Feet damage scaling now reduced by 60%.
Additional Attachment Adjusments
- CHF Barrel
- Headshot multiplier increased from 1.1x to 1.2x.
- Vertical Recoil penalty reduced from 40% to 25%.
- Horizontal Recoil penalty reduced from 20% to 10%.
Marksman Rifles
As noted in the general section, semi-auto Marksman Rifles are getting buffs to help them contend with the other weapon classes. Rate of Fire is the main tool here, as that improves TTK and makes missed shots more forgiving.
Marksman Rifle Adjustments
DM-10

In addition to Rate of Fire and Flinch improvements, the DM-10 is receiving a damage change that makes the CHF Barrel a one shot kill in the Max Damage Range. As a tradeoff, the CHF Barrel now has a higher recoil penalty.
DM-10 Damage Adjustments
Maximum Damage Range
— Damage —
50
— Range —
0 - 25.4m
— Damage —
65 ⇧
— Range —
0 - 25.4m
Medium Damage Range 1
— Damage —
42
— Range —
25.5 - 50.8m
— Damage —
42
— Range —
25.5 - 50.8m
Medium Damage Range 2
— Damage —
38
— Range —
50.9 - 69.9m
— Damage —
38
— Range —
50.9 - 69.9m
Minimum Damage Range
— Damage —
34
— Range —
>69.9m
— Damage —
34
— Range —
>69.9m
Additional Adjustments
- Rate of Fire improved from 300rpm to 333rpm.
- Received Flinch reduced by 20%.
Attachment Adjustments
- CHF Barrel
- Vertical Recoil penalty increased from 55% to 60%.
- Horizontal Recoil penalty increased from 20% to 40%.
Tsarkov 7.62

General Adjustments
- Rate of Fire improved from 200rpm to 230rpm.
AEK-973

Attachment Adjustments
- Full Auto Mod
- Slightly reduced View Kick Strength.
TR2

The TR2 is a weapon that we know missed the mark for many people. Its damage is unchanged, but a 20% improvement to Rate of Fire makes it much more spammable. It’s also receiving a huge Flinch reduction and a nice Max Damage Range buff. The design intent is for the TR2 to take on a hybrid Marksman Rifle / Assault Rifle role previously filled by the Goblin Mk2.
TR2 Damage Adjustments
Maximum Damage Range
— Damage —
44
— Range —
0 - 24.1m
— Damage —
44
— Range —
0 - 29.2m ⇧
Medium Damage Range 1
— Damage —
40
— Range —
24.1 - 47m
— Damage —
40
— Range —
29.3 - 47m
Minimum Damage Range
— Damage —
29
— Range —
>47m
— Damage —
29
— Range —
>47m
Additional Adjustments
- Rate of Fire improved from 400RPM to 480RPM.
- Slide to Fire Time improved from 370ms to 360ms.
- Dive to Fire Time improved from 450ms to 440ms.
- Received Flinch reduced by 40%.
Movement Updates
- Increased crouch to stand speeds by 15%.
- Increased crouch to stand speeds while ADS by 39%.
- Increased directional sprint animation blend speeds for improved fluidity.
Multiplayer
Maps
- Barrage (NEW)
- New 6v6 map set in 1968 Vietnam.
- Nomad (NEW)
- New 6v6/2v2 Strike map set in 1986 Afghanistan.
- Firing Range (Remaster)
- Remastered 6v6 map, also available via Firing Range 24/7 playlist.
Modes
- Sharpshooter
- Classic Black Ops free-for-all Party Game where every Operator is assigned the same Loadout, which changes every 45 seconds.
- Each cycle introduces a new Primary and Secondary Weapon, plus a new Dedicated Melee weapon and Tactical and Lethal Equipment.
- Eliminate enemies while unlocking bonus abilities for going on a streak:
- 1st Elimination: Increased movement speed.
- 2nd Elimination: Increased reload speed.
- 3rd Elimination: Increased sprint recovery speed.
- 4th Elimination: Increased ADS speed.
- 5th Elimination: Earn double score for eliminating enemies.
- Keep the streak going to unlock double score.
- NOTE: Sharpshooter will be added to the new Party Games menu later in the season after it leaves the Featured Playlist selection.
- Demolition (Launch Window)
- Alternate between attacking and defending two bomb sites. The attacking team must destroy both bomb sites to win the round, gaining a time bonus after detonating the first site.
- All attacking Operators spawn with a bomb and respawns are active for both teams throughout the match. The match timer pauses whenever a bomb site is in active countdown.
- The first team to win two rounds wins the match. If the score reaches 1-1, players enter a tie-breaking final round where both teams race to detonate a single neutral bomb site.
General Playlist Updates
- Season 03 Moshpit
- Play respawn modes on the newest Season 03 maps: Barrage, Nomad, and Firing Range.
- Firing Range 24/7
- Moshpit of respawn modes on Firing Range.

- Party Games
- Added Party Games option in Featured Playlists with options to play Infected, Gun Game, Prop Hunt, or Gunfight.
- Any additional Party Games will be added to this menu in the future.
- Gunfight
- Moved to the Party Games menu going forward.
Spawns
- Addressed an issue where players could spawn at active Shock Charge placements.
Perks
- Close Shave (Launch Window)
- Automatically use your Dedicated Melee attack when you perform a weapon butt attack. Simply tap the Melee button to attack. Like the old days!
- Dispatcher
- Increased the score bonus for Interceptors from 100 to 125.
Scorestreaks
- Death Machine (Launch Window)
- Heavy minigun with a fast fire rate, high penetration, and a large ammunition capacity.
- Interceptors
- Reduced score cost from 1150 to 1025.
- War Machine
- Reduced score cost from 1300 to 1150.
Movement Updates
- Reduced slide in max speed scale from 1.6 to 1.55.
- Reduced slide max time from .7 to .65.
Ranked Play
Ranked Play continues in Season 03 with new rewards to claim and new Competitive Integrity systems to keep Ranked Play fair for all competitors.
New Ranked Play Systems
- Retroactive SR Adjustments
- To help reverse the impact cheaters have on the Ranked Play SR system, retroactive SR adjustments will be made starting in Season 03.
- When a Ranked Play cheater is banned, anyone they've recently beaten will receive a SR refund for those matches.
- Players who we detect playing with cheaters may have SR for those wins taken away.
- To help reverse the impact cheaters have on the Ranked Play SR system, retroactive SR adjustments will be made starting in Season 03.
- Rejoin Matches in Progress (In-Season)
- Starting later in Season 03, players will be able to rejoin Ranked matches if they disconnect.
- Players will have five minutes to rejoin the match in progress and avoid quit penalties and suspensions. Teammates will receive a reduced SR Loss if a matchmade teammate rejoins and they lose the match.
Season 03 Rank Setback
- Competitors who are continuing their conquest in Ranked Play from Season 02 will notice that their accounts may have been set back as outlined in previous notes.
- Every new Season, your Rank may be rolled back 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 Season 02 with no SR deduction.
- Gold or Platinum Rank players will start Season 03 in Tier I of Gold or Platinum respectively.
- Diamond Rank and above players will start the Season 03 at Diamond I.
- Every new Season, your Rank may be rolled back based on where you ended the previous season, as follows:
Demotion Protection
- Demotion Protection will be active for everyone’s first 3 Ranked Play losses in Season 03, and players can expect 1 free loss per day via Daily Loss Forgiveness like in Season 02.
Updated Ranked Play Unlock Requirements
- Competitors that are returning after an extended period of inactivity may need to Win 10 Matches to requalify for Ranked Play in Season 03.
- New Ranked Play competitors will need to win 50 match-made multiplayer matches like previous seasons.

Ranked Play Season 03 Rewards
- Ranked Play Season 03 Rewards
- Rank Weapon Blueprints: Jackal PDW SMG
- Each Rank Gold and above has a unique Rank-themed Weapon Blueprint that you can earn to show off your rank.
- Gold, Platinum, Diamond, Crimson & Iridescent: Start in (or above) or reach the applicable Rank anytime in Season 03 to instantly earn the corresponding Jackal PDW Blueprint.
- Top 250: Finish Season 03 in the Top 250 to earn the “Top 250 Issue Jackal PDW” Blueprint.
- Each Rank Gold and above has a unique Rank-themed Weapon Blueprint that you can earn to show off your rank.
- Rank Calling Cards
- Each Rank Silver and above has a unique Calling Card reward:
- Silver, Gold, Platinum, Diamond, Crimson, Iridescent: Start in (or above) or reach the applicable Rank anytime in Season 03 to instantly earn the corresponding Season 03 Rank Calling Card..
- Top 250: Finish Season 03 in the Top 250.
- Top 250 Champion: One-of-a-kind Calling Card awarded to the single player who finishes Season 03 in the #1 position on the Top 250.
- Each Rank Silver and above has a unique Calling Card reward:
- Pro Issue AMES 85 Weapon Blueprint: Unlocked by winning 10 Ranked Play matches in Season 03.
- 100 Season 03 Wins Large Decal: Unlocked by winning 100 Ranked Play matches in Season 03.
- Rank Weapon Blueprints: Jackal PDW SMG
Challenges
- “Hard and Fast” Prestige Master Challenge: the description now mentions the Fast Hands Perk, which also needs to be equipped to progress the Challenge.
UI
- Updated the Quartermaster, Hunter's Instinct, and Slipstream Perk descriptions to be clearer.
- Addressed an issue where the Scoreboard would be blank when opening it at the end of a round or match.
- Addressed an issue where Forward Intel Perk would produce inconsistent minimap zoom functionality.
- Added a timer to the Winner's Circle that counts down the delay before Emotes can be performed. An Emote triggered during the countdown will automatically play as soon as the timer ends.
- Addressed a Private Match issue where Game Setup was unresponsive after queuing for Gun Game.
- Addressed an issue where the winning map would be displayed as vetoed after the Veto Vote concludes in Ranked Play.
- Updated the SR Protection string in the Ranked Play lobby to be more descriptive.
Stability
- Addressed various stability issues.
Zombies

Maps
- Shattered Veil (NEW)
- New map available in Season 03. Main Quest goes live at 9AM PT on April 2.
- Liberty Falls
- Directed Mode
- Addressed an issue that prevented the Round Cap from updating properly during the Liberty Falls Pack-a-Punch quest.
- Directed Mode
- The Tomb
- Addressed an issue where rarely the monocle wouldn't spawn at the Shock Mimic’s location when killed for the Wonder Weapon Quest.
- Addressed an issue where zombies could damage Staff of Ice from behind the Plinth.
- Addressed an issue where some zombies could appear jittery when attacking the Staff of Ice.
- Addressed an issue that caused black smoke to come out of a playable character on death.
- Addressed an issue where the Max Ammo after a special round would spawn far away from the player if they were in the Roma Mausoleum.
- Addressed an issue where sections of the barrier denoting the Vermin Trial zone were not always present.
Modes
- Team Cranked (Launch Window)
- Rules
- The Cranked Timer starts when the first enemy is eliminated. The timer is shared across the whole team and any kill from any team member fills it.
- The timer starts at 30 seconds. Each enemy eliminated replenishes the timer to its current maximum, and every round survived causes the maximum timer to be reduced by 1 second.
- Essence earned by eliminating zombies is increased compared to Standard/Directed Mode
- The Time Stopper Field Upgrade replaces your loadout’s Field Upgrade.
- Main Quests and Easter Eggs are enabled.
- The timer starts at 30 seconds. Each enemy eliminated replenishes the timer to its current maximum, and every round survived causes the maximum timer to be reduced by 1 second.
- The Cranked Timer starts when the first enemy is eliminated. The timer is shared across the whole team and any kill from any team member fills it.
- Abilities
- Time Stopper: Temporarily pause the Cranked timer for all teammates. All Operators begin the match with the Time Stopper Field Upgrade equipped.
- Time Extended: Grab this rare power-up to fill the Cranked timer and add a small amount to the maximum time allowed.
- Time Stopper: Temporarily pause the Cranked timer for all teammates. All Operators begin the match with the Time Stopper Field Upgrade equipped.
- Rewards (Survive past Round 50)
- A custom selection of six GobbleGums per map.
- Each contains one high-rarity GobbleGum and five GobbleGums of other rarities.
- 15,000 XP per map, for a total of 75,000 XP across all maps.
- Each contains one high-rarity GobbleGum and five GobbleGums of other rarities.
- A custom selection of six GobbleGums per map.
- Rules
Wonder Weapons
- Ray Gun Mark II (and Variants)
- Drop multiple zombies at once with the upgraded and modestly unstable Ray Gun Mark II. Recovered from the Dark Aether by Project Janus, this powerful laser armament delivers three-round bursts of energy, can be Pack-a-Punched, and doubles as a bludgeoning instrument if you’re running low on ammunition.
- Then there’s the three new variants.
- Provided you’ve [[REDACTED]], you can experiment with an additional three variants of the Ray Gun Mark II:
- Ray Gun Mark II-W: Offering similar bullet patterns to a submachine gun, this also has a random chance to ignite enemies.
- Ray Gun Mark II-P: Shooting ammunition like a shotgun, with a chance to spawn a sigil with the ability to grant invulnerability to the player standing on it for a limited time.
- Ray Gun Mark II-R: Dropping zombies with a Marksman Rifle-like discharge, expect a chance to spread a plague infection that can inflict area-of-effect damage.
- Provided you’ve [[REDACTED]], you can experiment with an additional three variants of the Ray Gun Mark II:
- Wunderwaffe DG-2
- Capable of striking down hordes with chain-lightning blasts, this has the bonus effect of stunning crowds of zombies, usually resulting in additional, and eventually terminal damage.
- Ray Gun
- Addressed an issue where the Ray Gun would not automatically reload when emptying magazine ammo.
Perk-A-Colas
- Double Tap (New)
- The classic rapid-fire Perk returns for the first time in nearly a decade, dramatically increasing your weapon’s fire rate to chew through enemy hordes in record time. Research the iconic Perk for powerful enhancements like an even faster fire rate and the chance to inflict double damage.
- Double Tap is available in Shattered Veil along with the other previously accessible Zombies Perks. Note that some of these Perk-a-Colas are only available via the Der Wunderfizz machine.
- Double Tap is available on The Tomb, Citadelle des Morts, Liberty Falls and Terminus maps via the Der Wunderfizz machine.
- Double Tap Augments
- Major
- Double Jeopardy
- Normal zombies at low health have a chance to die immediately when shot.
- Double Impact
- Double hits on the same target in quick succession deal more damage.
- Double Standard
- All non-critical shots do double damage. Only applies to normal bullet weapons.
- Double Jeopardy
- Minor
- Double Time
- Increases fire rate bonus.
- Double or Nothing
- Weapons have a chance to do double damage but also have a chance to do zero damage.
- Double Play
- Killing two enemies in quick succession has a chance to return two rounds to your magazine. Only applies to normal bullet weapons.
- Double Time
- Major
Ammo Mods
- Light Mend
- Dual Action
- Addressed an issue where consuming a healing glyph would not temporarily allow the player to heal faster.
- Antibiotic
- Addressed an issue where healing glyphs would not damage enemies that touch it.
- Dual Action
Field Upgrades
- Tesla Storm
- Overclocked
- Addressed an issue where activating Tesla Storm would not increase the player's movement speed.
- Lithium Charged
- Addressed an issue where the extended duration would apply to all players activating Tesla Storm if at least one player had it equipped.
- Overclocked
GobbleGums
- Addressed an issue where players weren't able to use their GobbleGums in their pack after entering a Prestige.
Power-Ups
- Max Ammo
- Addressed an issue that prevented the Max Ammo powerup from refilling ammo for players that are using a Mutant Injection.
Enemies
- Mangler
- Addressed an issue where Manglers could attack the player with their cannon from outside playable space.
Challenges
- GS45 Military Camos
- Changed requirement to Eliminations instead of Critical kills due to these weapons becoming explosive after being Pack-a-Punched.
- LR 7.62 Military Camos
- Changed requirement to Eliminations instead of Critical kills due to these weapons becoming explosive after being Pack-a-Punched.
- Titan Felling (Get Elite Kills with Shotguns)
- Now allows Special Zombie kills to progress the challenge.
- Perfectly Charred (Kill Special Zombies with Molotovs)
- Now allows Thermobaric Grenades to progress the challenge.
- Stalking Prey (While inside smoke from a Smoke Grenade, kill Zombies with Melee Weapons)
- Removed melee weapon requirement so all weapons can progress the challenge.
Combat Record
- Combat Record now available in Zombies under Barracks > Stats > Combat Record.
UI
- Addressed an issue where the earned reward was missing from the notification after completing a Main Quest.
- Addressed an issue where the vote prompt could stay on screen after taking a fast travel.
- Addressed an issue where the Deadliest Weapon was incorrect in the After Action Report.
- Addressed an issue where reward notifications would overlap with the Round Cap callout in Directed Mode.
- Addressed an issue where the equipped Ammo Mod was hidden behind your Support when using akimbo weapons.
- Addressed an issue where Blueprint icons would be misaligned when viewing ground loot.
- Addressed an issue where players are able to interact with certain machines while spectating.
- Addressed an issue where the Calling Card awarded for completing a Main Quest would not be shown in the After Action Report.
- Addressed an issue where Mutant Injection HUD was displayed during a cutscene.
- Addressed an issue where a ping on the Mystery Box would stay after it changes location.
- Corrected some typos.
Graphics
- Addressed an issue when using the Time Out GobbleGum while a white flash occurs could leave the screen white.
- Addressed an issue with visuals during the Gold Armor Side Quest on The Tomb.
- Addressed an issue where the Ray Gun would be misaligned with players hand when in 3rd-person prone supine.
- Addressed an issue where the Pack-a-Punch camo for the “Donatello’s Bo Staff” Blueprint would not cover the entire weapon.
- Addressed an issue that caused the “Fire Eater” Beamsmasher Blueprint to not be visible at short distances.
- Addressed an issue where some white flashes could be seen during the Terminus Boat Race Side Quest.
Audio
- Addressed an issue where no sound effects played when interacting with the bottom row of keys on the Keypad in Terminus.
Stability
- Addressed various stability issues.