February 1, 2025

CoD: Black Ops 6 And Warzone Season 2 Patch Notes Detail Major Camo And Weapon Changes – GameSpot

By
S.E. Doster
on January 28, 2025 at 1:37PM PST
GameSpot may receive revenue from affiliate and advertising partnerships for sharing this content and from purchases through links.
Call of Duty’s Season 2 update is now live in Black Ops 6 and Warzone as of January 28 (and there are some issues you should be aware of). The previously released patch notes reveal several improvements to the game. This includes a positive update for applying unlocked camos and weapon adjustments. Additionally, there are some movement changes included in the update that are specific to Warzone.Season 2 includes more multiplayer maps, another Zombies map, new weapons to unlock, and a battle pass packed with over 100 items to earn.All the major highlights of the Season 2 battle pass can be found here, which adds ninja-like operators, plenty of high-end weapon blueprints, new sprays, and other cosmetic items. All of the season’s new multiplayer maps can be viewed here.Season 2 makes a few major weapon changes. This includes reducing weapon motion from the Dexterity perk, which is improved from 60% to 70%. The game’s weapon raise animations that play on respawn are now fully interruptible.Additionally, the update reduces bullet penetration on all surface types. The developer explains this by saying, “We have continued to see cases where bullets are passing through too much cover. Our first step in addressing this is to decrease the maximum depth that bullets can pass through for all materials. We have longer-term plans to make bullet penetration more intuitive and consistent, and will be introducing further improvements in future updates.”The update includes a change that speeds up reload times with the Fast Mag attachments. This includes the following:The following magazine attachments have had their ammo add times updated to match the intended timings:A small amount of weapon tuning is also included with the update. This includes a buff for all Black Ops 6 shotguns, which improves ranges and sprint-to-fire speeds. Some of these changes are minor, with the Maelstrom shotgun getting the largest buff. The developer says, “The Maelstrom has received some more pronounced changes, as it was lagging behind the Marine SP and ASG-89. It is now capable of a one-shot kill at very close proximity, and all its other ranges have received a larger boost than the other shotguns. We’ve also given it a small fire rate improvement to help its firepower without further changes to pellet damage.”The PU-21 light machine gun also gets buffed to make it a faster option in the LMG class. The changes include improving the pre-fire delay from 55ms down to 20ms, increasing the sprint-to-fire speed from 245ms to 240ms, and increasing the tactical sprint-to-fire speed from 335ms to 330ms.Treyarch says the game’s spawn logic has been adjusted to continue to reduce a player’s proximity to enemies when respawning.Even more spawn changes could arrive after the launch of Season 2, as the developer says, “We have also added the ability to conduct live A/B testing with spawn changes to evaluate on a smaller scale, and if results are positive, we will roll those changes out globally. This will allow us to be more agile with spawn changes.”Season 2 will allow players to equip any unlocked Special camos to a weapon as soon as they,ve unlocked any five Military camos for that weapon. Previously, players needed to unlock all nine Military camos for at least one mode to equip Special camos.Additionally, challenge progress bars now appear below Special and Mastery camo swatches on the Camo tab in the Gunsmith, making it easier for players to check their progress.In addition to The Tomb map, the Zombies update includes tons of improvements across all existing maps. The most notable changes are the major fixes for the Citadelle des Morts map. This includes bug fixes for several of the map’s main story quest steps and issues related to Maya’s Revenge Quest.As previously announced, much of Warzone’s update is geared toward making gameplay improvements, so some Season 2 content has been shifted to focus on game updates.Season 2 makes small updates for the Urzikstan map. This includes updated Buy Station locations and a refresh to the loot and equipment found in the Gulag.The map’s train gets a change to the automatic brake release timer, which has increased from 60 to 240 seconds.For the Area 99 Resurgence map, two additional Buy Stations are added to give players more places to shop for gear.The developer says player and weapon XP rates have been adjusted in Warzone to bring each mode closer in line with one another. The changes are as follows:Battle RoyaleResurgencePlunderOne movement change applies to jumping in Warzone. This increases both jump speed and successive jump height with one unmodified successive jump. The developer discusses this by saying, “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.”Another movement adjustment is made for the parachute, which the developer says aims to make the action “more fluid and balanced, preventing it from feeling overly restrictive.”This includes an increase to the speed of the parachute cut animation, making cutting a parachute and readying your weapon significantly faster. It also increases player velocity when landing from a cut parachute land, giving players a smoother transition into full sprint.Warzone’s Tracker perk gets major adjustments. Tracker pings have been replaced with an outline that is not visible through walls but will still appear on targets through smoke. Additionally, Tracker can now mark up to five targets simultaneously, and engaging a sixth target will remove the outline from the first target.The Dexterity perk now has better handling, providing smoother weapon handling for jumping, sliding, and diving. It’s also now a default perk for all Warzone players.Since Dextiery is no longer a perk players can equip to their custom loadout, the Mountaineerperk from last year’s Warzone returns to take its place in the Slot 1 perk selection.With Mountaineer, fall damage reduction has been significantly improved, though the developer says it’s not as powerful as the Modern Warfare 3 version.The Season 2 patch notes can be found below for Black Ops 6 and Warzone, as shared by Activision.”Bounty’s good. The hunt begins.”Season 02 of Call of Duty: Black Ops 6 arrives tomorrow, and the entire Rogue Team has a bounty on their head as payback for recent Avalon operations thanks to the Luttazzi crime family. In Season 02, draw your line in the sand and bring in your targets and bounties… dead or alive.PlayIn the meantime, stay up to date with what’s to come with all the details of new Season 02 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.PlayFollowing the events at Citadelle des Morts, Weaver, Maya, Carver, and Grey must take the amulet secured at the Citadel to a cursed dig site and the ancient catacombs within. Professor Krafft indicated that the elusive Sentinel Artifact may be found in the tunnels below. Reports of paranormal phenomena go back centuries, possibly related to the presence of the artifact. If the team can secure it, there may yet be hope in releasing Samantha Maxis from her imprisonment in the Dark Aether.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 more information on Ricochet Anti-Cheat, check out our recent Community Update.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.We know our Challenge chasers have been asking for the ability to track Challenges, and we’ve been hard at work to add that functionality with Season 02. The Challenge Tracker makes it easy for players to manually track up to 10 Camo and 10 Calling Card Challenges they’re actively working toward, but there’s another element of this system that we think players will find useful on the journey to Dark Matter, Nebula, and 100 Percenter: Near Completion.Players who don’t manually fill their Tracked Challenge lists will see Challenges auto-populate that they are close to completing, making it easy to discover Challenges you might not be aware of yet or give you a goal to go after in your next match.Your top Tracked or Near Complete Camo and Calling Card Challenge can be seen in the Lobby by cycling the Daily Challenge widget (via Right Thumbstick on console, or the “R” key on PC). From this view, players can enter each Challenge type’s Tracked & Near Complete list to see the full list of Tracked & Near Complete Challenges.We’re hopeful the Challenge Tracker & Near Complete system will help shortcut players to their Challenges and make it easier to keep tabs on the Challenges you’re pursuing, both in-and-out of game.Manually track up to 10 Camo and 10 Calling Card Challenges.Untracked Slots (out of the 10) will automatically display Camo and Calling Card Challenges closest to completion.The Top Tracked (or Near Complete) Camo and Calling Card Challenge can be seen in the Lobby by cycling the Daily Challenge display panel The Top Tracked (or Near Complete) Camo and Calling Card Challenge can also be seen in-game by bringing up the Options Menu and cycling the Daily Challenge display panel.When tracking a Camo, the Weapon’s next Camo Challenge is automatically tracked and displayed. You do not need to re-track each individual Camo Challenge as you progress through Camos for a single Weapon.Access the “Tracked & Near Complete” list for Camos and Calling Cards from the Lobby panelThe Calling Card Challenges “Tracked & Near Complete” list can also be accessed via the Calling Card Challenge menu.Addressed an issue where XP would not be rewarded Armory Challenges before opening the Armory for the first time.This feature is planned to arrive in Warzone at a later date.Camos & Camo ChallengesPlayers 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.We have a few global changes landing with the start of Season 02 that will affect all weapons. The first is an improvement to the weapon motion reduction on the Dexterity Perk, which will make weapons feel even more stable while jumping, sliding, and diving. The second is a response to feedback that the weapon animations on respawn can get in the way of combat. These animations are now immediately interruptible when firing, aiming down sights, sprinting, or performing other gameplay actions.Lastly, we are tuning down bullet penetration significantly, as we have continued to see cases where bullets are passing through too much cover. Our first step in addressing this is to decrease the maximum depth that bullets can pass through for all materials. We have longer-term plans to make bullet penetration more intuitive and consistent, and will be introducing further improvements in future updates.Another large-scale change we are making is speeding up Fast Mag reload times. Our goal is for every magazine attachment to have a role across the many playstyles in Call of Duty, but we recognize that it can feel hard to trade away the larger mag sizes. We want to avoid adding more penalties to Extended Mags, so we are instead focusing on improvements to Fast Mags to make the selection more enticing. We’re starting with reload time adjustments, but we’ll continue to assess magazines to make sure players have more interesting choices and build potential with this node.Fast Mag I, Fast Mag II, Fast Mag III, and Flip Mag reload times improved by 10% on all weapon classes but pistols.Fast Mag I and Fast Mag II reload times improved by 5% on Pistols.All LMG magazines with 50 rounds or less have had reload times improved by 5%.AS VAL default magazine reload time improved by 10%.Addressed an issue with Swat 5.56 Fast Mag I, it will now improve reload times as intended.The following magazine attachments have had their ammo add times updated to match the intended timings. The overall reload times and interrupt times remain the same.The Goblin Mk2 may be the most divisive weapon out there in the community. Some players absolutely love it, and a lot of players… strongly prefer other weapons. We’re making a number of small improvements to help overall usability and consistency without affecting the weapon’s identity. In particular, the maximum damage range increase will help with mid-range engagements, and we’re giving it a bit more inflicted flinch than the average Assault Rifle to reward players who land that first hit.Our design intent for the 3-Round Burst Mod on the Kompakt 92 is to give the weapon an alternate playstyle that trades some raw upfront power for more consistent mid-range performance. The upside wasn’t as strong as we wanted it to be, so we’ve adjusted the range slightly and made some significant recoil reductions.With this update, we are improving ranges and Sprint to Fire speeds on all Shotguns. We know that some of these adjustments may look inconsequential, but Shotgun balance in particular tends to live on a knife’s edge. We want Shotguns to play a greater role outside of our very smallest maps, and we’ll keep adjusting until we’re happy with their usage.The Maelstrom has received some more pronounced changes, as it was lagging behind the Marine SP and ASG-89. It is now capable of a one-shot kill at very close proximity, and all its other ranges have received a larger boost than the other Shotguns. We’ve also given it a small Fire Rate improvement to help its firepower without further changes to pellet damage.The PU-21 is intended to be a more lightweight LMG with build opportunities skewing towards Assault Rifle handling and mobility. We are reducing the pre-fire delay by a little more than half to help fit the more aggressive playstyle, and are reducing deviation in its recoil to help with consistency in gunfights.AdjustmentsThe Gain-Twist Barrel improvement to Bullet Velocity was unintentionally low on the DM-10. There will now be an advantage to using it over the Reinforced Barrel.We saw a lot of positivity surrounding the AMR Mod 4 when it launched in Season 01, in no small part due to the consistency it has with its hit location multipliers. With Season 02 we are increasing the one-shot hit locations on the launch snipers, with the goal of giving all of them a similar feeling of consistency and opening the doors to more weapon variety.We are also making some small reductions to the Aim Down Sight speed bonuses on Quickdraw Grips. There were a couple considerations that went into this change. The first was the general power level of snipers, as the body multiplier changes are a big buff. Another consideration was our Fast Mag buffs, which we hope will enable players to comfortably take builds that stack multiple sources of ADS speed improvements.The Stryder .22 launched with a smaller Bullet Penetration profile than the other pistols. The distinction is hard to read as a player and offers little to weapon identity, so we’re bringing it up to parity with the rest of the class.We’ve addressed an issue causing unintended Sprint to Fire modifications with the magazine attachments on the Sirin 9mm. We have updated the attributes on these magazines so that they’re in line with the tradeoffs that appear on other weapons.Last but not least, launchers are receiving some major handling improvements to help with general usability and responsiveness.Black Ops 6 launched with more Calling Card Challenges than any recent Call of Duty, brought the return of “100 Percenter” Cards for Multiplayer and Zombies, and brought a deep Calling Card grind to Warzone with its own “100 Percenter” Card for the first time. It has been very exciting to see players strategizing over and unlocking all the various Calling Card Challenges in the game since launch.Some Multiplayer Challenges, however, have been either a bit on the frustrating side, or have had bugs and other issues that have prevented some players from completing them on the path to “100 Percenter”.For Season 02, we’ve put a big focus on fixing these Challenge bugs and smoothing over the key frustration points players have been experiencing as part of the Multiplayer Calling Card Challenge grind since launch. We hope these fixes and updates help players stuck in their Challenge journey and unblock their progress toward 100% completion.We made this adjustment to ensure that Challenge progress for destroying Scorestreaks is made whenever you earn Scorestreak Destruction Medals like “Flyswatter” and “Downed,” and to make challenges that involve destroying Scorestreaks much more consistent. This should make the grind for Diamond Launchers smoother and less random or frustrating for players.Calling Card Challenges“Redemption Arc” Going Ham Challenge: Removed the time requirement of needing to get a kill shortly after being revived. Players can now make progress by earning a Kill anytime after they revive themselves with the Morphine Injector.“Tick Tock Boom” Humiliation Challenge: Semtex sticks that do not result in a kill for the sticking player will now also progress the Challenge.“On Point” Prestige 1 Challenge: The Challenge now uses the same Dive detection as the “Dive Shot” Medal, allowing for a grace period shortly after landing from a Dive where the Challenge can still be progressed.“Squint Test” Prestige 1 Challenge: Moonshot requirement reduced from 100m to 75m to make completing this Challenge possible on more maps.“Explosive Plays” Prestige 4 Challenge: Addressed a bug that was displaying the wrong Calling Card name.“Hot Dawg” Prestige 4 Challenge: Reduced the Molotov or Thermo Grenade Kills without dying requirement from 4 to 3.“Headhunter” Prestige 5 Challenge: Addressed a typo in the Challenge description that specified the incorrect Barrel needed to progress the Challenge. The CHF Barrel and Muzzle Brake Attachments are what need to be equipped to progress the Challenge.“Speed Demon” Prestige 6 Challenge: Reduced the Kills-while-activated requirement from 3 to 2.“Score Collector” Prestige 6 Challenge: Now only requires 5 Scorestreak Kills in a single game to progress, instead of 10.“Deep Cover” Prestige 7 Challenge: Added the ability to earn progress with Kills while disguised by the Sleeper Agent Field Upgrade, in addition to Bomb plants and defuses.“Switchblade” Prestige 7 Challenge: Players can now make progress when Melee killing an enemy affected by their Tactical Equipment, in addition to the existing gunfire requirement.“Ripped Up” Prestige 8 Challenge: Converted challenge from Guns Blazing Medals (3 rapid Kills with the Chopper Gunner) to tracking individual Kills with the Chopper Gunner Scorestreak.“Devastating Force” Prestige 8 Challenge: Converted challenge from Death From Above Medals (3 rapid Kills with the Dreadnought) to tracking individual Kills with the Dreadnought Scorestreak.“Hunt Them Down” Prestige Master Challenge: Removed the Acoustic Amp requirement, the Challenge now only requires Point Blank Kills with the specified Perks equipped.“Hard and Fast” Prestige Master Challenge: Addressed a typo in the Challenge description that incorrectly referenced the Ghost Perk instead of the Double Time Perk.Global Camo Mastery: Calling Card is now correctly granted when completing the final Camo in all 3 modes. Any players who completed this Challenge prior to this update should now see the Calling Card in their inventory (Added on Jan. 24).We’re always actively monitoring Daily Challenge completion rates, as well as the feedback we see from players. With Season 02, we wanted to remove or update some of the more frustrating Dailies to ensure that players are always receiving Challenges that are approachable and straightforward. Our goal with Daily Challenges is to encourage players to try out various items and strategies, without making them too restrictive or frustrating for players to complete in a single session. We are continuing to monitor Omnimovement feedback, and of course playing the game ourselves. We are currently testing slight reductions to initial slide speed and duration to improve predictability of engagements when opponents enter with a slide.Additionally, we are always evaluating areas for improved fluidity, whether those are specific to movement mechanics or other mechanics like the ability to interrupt weapon raises during respawns that we highlighted above.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 OptionsXbox – In-Game OptionsAt the start of Ranked Play Season 02, the new PPSh-41 SMG and Cypher 091 Assault Rifle will both be unrestricted in Ranked Play for a minimum of one week. This one week evaluation period will give players a chance to experiment with the weapons in a competitive environment, provide feedback, and help Treyarch and the CDL determine whether they should remain unrestricted in CDL and Ranked Play.To stay up to date on the latest Ranked Play restrictions and settings, stay tuned to @Treyarch and @CODUpdates for the latest details, and bookmark our Patch Notes pages.This new addition to the Ranked Play Veto Vote gives players the occasional choice over which Ranked Play mode they want to avoid in their next match, while ensuring that all the maps in the CDL map rotation get playtime in Ranked. We look forward to seeing how players react and vote when this Veto type occasionally appears before Ranked matches. Please let us know what you think. 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.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: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 «» Xbox – In-Game Options «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. 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.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.Compete in a second season of Battle Royale Ranked Play, earning the following seasonal rewards as you progress: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.Player and Weapon XP rates have been adjusted in Warzone to bring each mode closer in line with one another.Quality of Life HighlightsSome stats adjusted by the attachments were not represented. The new stats better reflect reality.Body ShieldThe 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.JumpingWe’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.ParachuteThe 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.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 RewardTracker, 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.This will result in smoother weapon handling for jumping, sliding and diving as a default change to all players. 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. 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 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.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.The combination of stim and omni-directional slides exceeded normal velocity thresholds. This adjustment brings it back in line with regular gameplay metrics.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.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.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.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.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.

Source: https://www.gamespot.com/gallery/cod-black-ops-6-and-warzone-season-2-patch-notes-detail-major-camo-and-weapon-changes/2900-6170/

Leave a Reply

Your email address will not be published. Required fields are marked *

Copyright © All rights reserved. | Newsphere by AF themes.