The Software License and Service Agreement will be updated. Please follow this link [https://www.activision.com/legal/ap-eula] in order to see these changes.
The Numbers, a Limited-Time Event
The volume for various elements has been reduced and limited to play only once per match.
Iron Trials '84
The following changes are exclusive to the Iron Trials '84 mode:
We suspect very few people will be able to say they’ve purchased a Specialist Token. However, we do feel there is an opportunity to provide high tier Players with additional impactful outlets for their hard earned resources. Additionally, further enabling purchasing power with Hardline is something we would like to continue to explore.
We recognize that this may be a polarizing change, but we feel it is a necessary one. When we gate access to Loadouts behind a large price tag, as is the case, we force players to continue moving around the map. This works to disincentivize camping. While we do not anticipate this change will have a large impact on the most skilled Players - those who stay put and avoid engagements will find themselves resource strained and quickly falling behind. This is part of how we subtly encourage map movement and fighting. Additionally, we feel scavenging, being resourceful, and barely scraping by is part of what adds to the charm and intensity of the Trials. This dynamic makes room for, and emphasizes other facets of skill like movement, teamwork, strategy, and map knowledge. By delaying Loadout acquisition, we are further smoothing out player power such that each increase to it is much more noticeable and allows more room for those secondary skillsets to shine. We will be monitoring the mode and your feedback closely to ensure this change is having the intended effect.
We feel an emphasis on Submachine Guns and Assault Rifles better suits this version of the Gulag.
The XM4 (BOCW) and Bullfrog (BOCW) Attachments are now more closely aligned with popular builds.
The Bullfrog (BOCW) is a true jack of all trades. It has great Mobility, Effective Damage Range, Handling, and base Magazine Capacity - which would often act as a free Attachment. These changes, in conjunction with a Recoil bug fix, will bring the Bullfrog (BOCW) much closer to the competition.
The Shotgun Bravo (BOCW) has been incredibly dominant due to its Effective Damage Range, Magazine Capacity, Mobility, and Rate of Fire. By reducing its Effective Damage Ranges, the Shotgun Bravo (BOCW) will begin to feel more like a Shotgun and less like a Sniper.
Given the Krig 6’s (BOCW) most recent adjustments, we felt it was appropriate to increase the effectiveness of its Recoil Control Attachments slightly.
We are reassessing and polishing the Gun Kick of the AK-47 (BOCW) to behave more closely to other 7.62 caliber weaponry.
The FARA 83 (BOCW) is forgiving in addition to sporting a relatively fast and consistent Time-to-Kill at both of its Damage Ranges - which we feel is exacerbated by how easy it is to control. We are shifting some of the FARA 83’s (BOCW) power into Locational Multipliers and aligning its TTK values more closely with other Weapons that require a similar level of skill.
The Krig 6 (BOCW) has dominated the scene for some time now and has continued to do so following our latest changes. We would like to take a moment to dissect why the Krig 6 (BOCW) has been so resilient. We believe there should be Weapons for players of all skill levels. In that regard, the Krig 6 is intended to be the entry-level long-range Assault Rifle — which we believe it is. These types of Weapons can become problematic when they are so easily controlled that their fastest theoretical Time-to-Kill values can reliably become their realistic TTK values, which is rarely the case. If that were always the case, the AK-47 (BOCW) and the XM4 (BOCW) would be the best Weapons bar none. Additionally, its generous Neck Multiplier created a scenario where its TTK could be reduced consistently and easily with a single bullet. We believe these changes will more firmly place the Krig 6 (BOCW) where it belongs in the path of Warzone Weapon mastery— a first or second stepping-stone.
We have a vision for where we would like the easiest-to-control, long-range Weapons to lie on the Time-to-Kill spectrum. We believe we are close, but not quite there. In the wake of these Weapons changes, the long-range engagement space may be succeeded by the QBZ-83 (BOCW). We will be monitoring its performance over the coming week to ensure its performance meets our expectations.
Part of what made the OTs 9 (BOCW) a powerhouse was how easily it could achieve its reduced Time-to-Kill speeds. With a shared Headshot and Neck Multiplier, headshots were nearly twice as easy to hit, making the OTs 9 (BOCW) remarkably forgiving for a Weapon with extraordinary TTK potential. These changes will require more precision to achieve its fastest TTKs. The OTs 9 (BOCW) will still be at the top of the mobility food chain, and will remain hardly bested in close-quarters engagements given a few well-placed shots.
The TEC-9 (BOCW), like many other Weapons, had homogenized Locational Multipliers — which is an issue that tends to put balance in a precarious spot. This could often create a Time-to-Kill dichotomy where the Weapon would either too easily achieve fast TTKs or be largely inviable. This is not a particularly interesting design space for Weapons to exist in as we feel they do not adequately reward precision. We found a 540ms TTK a tad fast for no more than Torso shots, especially given its Rate of Fire.
Light Machine Guns
The Light Machine Gun Alpha (BOCW) has many desirable traits. Its Recoil, Gun Kick, and Handling were more what one might expect from a 5.56 Assault Rifle rather than a Light Machine Gun. These added LMG downsides will have players thinking twice about bringing an LMG to an AR fight.
An overarching goal for us has been to bring all Weapons to viability. While burst Weapons may not be for everyone, we feel it is important that we support and cultivate a wide variety of playstyles and skill levels across all Warzone modes. With this reduction to Recoil and a slight boost to Rate of Fire on its barrels, we feel this burst Weapon will once again be in a viable state.
Week of September 9th
Week of September 16th
Week of September 23rd
Week of September 30th
The Numbers, A Limited-Time Event (Begins Sept. 21)
“16… 11… 1… 9… 21…”
Those brave enough to investigate the Mobile Broadcast Stations scattered across Verdansk will receive the following incentives:
This event will also include a set of nine challenges within Warzone, which are based around the active Mobile Broadcast Stations in Season Five Reloaded. Through these challenges, you can unlock even more cosmetic rewards, as well as more rewards and another arcade cabinet game for your collection by completing event challenges in Black Ops Cold War. Unlock the first-ever event reward weapon, the Sai, by completing a full set of nine challenges in either game starting Sept. 21.
This is Team Deathmatch on an epic scale: 50 v 50, all your loadouts accessible, Ping and Armor System, Cash, Buy Stations, and Vehicles from both the regular Battle Royale and Plunder modes.
Get ready for the biggest team fights in Warzone and consider updating those Loadouts – you’ll have access to them right off the drop, allowing you to use those go-to armaments or level up and complete camo challenges for weapons from Black Ops Cold War and Modern Warfare®.
Iron Trials ‘84 (In-Season)
The rules have changed.
Last week, we gave you a first look at some of the fundamental changes coming to Verdansk via this new Mode:
Here are three additional changes to expect:
And as mentioned, those who place first will receive the exclusive Calling Card!
We’ll be unveiling the full extent of the changes as we draw closer to the Playlist update that will include Iron Trials ‘84 on September 16th.
Mobile Broadcast Stations
The previously dormant Mobile Broadcast Stations seem to be stirring. It is suspected that they will soon begin amplifying the “Dragovich Program” tapes – A.K.A. the Numbers broadcasts – across the region.
We’ve received reports of new, unusual activity in the Red Door rooms. Operators have been asked to investigate.
While assessing the power level of BOCW Weapons, we have observed some disparities between ease of use and efficacy. The Krig 6 (BOCW) has shown an impressive performance at just about every engagement range. While we believe it is important to have a wide array of Weapons which can be utilized by players of all skill levels -- it is critical to the health of the game that their effectiveness scales appropriately with the skill required to wield them. If players can be as effective with a Weapon that is pinpoint accurate that has a marginally slower Time to Kill potential than the hardest to wield Weapons, why would they choose another? As we continue to address these Weapons, we will also be making adjustments to BOCW attachments that offer Recoil Control. We feel these changes will provide a fairer, more diverse long-range landscape.
High damage Weapons like the C58 (BOCW) tend to adhere to a lower Rate of Fire and higher Recoil, which generally balances out their hasty Time to Kill potential. Much like the Krig 6 (BOCW), the C58 (BOCW) was a tad easier to control than we feel is appropriate for a Weapon with its damage profile. While “Recoil adjusted” can be rather nebulous, the exact details of these changes can often be difficult to quantify with numbers alone. While the C58’s (BOCW) Recoil has been increased slightly, the majority of this change will be felt in the Recoil Pattern deviation. When this deviation is increased, it can create subtle shifts which become increasingly difficult to compensate for given distance from the target.
The EM2 (BOCW) is not receiving a direct reduction to its efficacy with this change. However, it will result in the Base Optic being a less suitable substitute for higher magnification optics. This, however, in conjunction with the changes to Recoil Control barrels will make the EM2 a slightly less viable option to lesser skilled marksmen.
To the dismay or surprise of some, our data suggests that the Assault Rifle Bravo (MW) is an absolute monster. The Assault Rifle Bravo (MW) will still be capable of achieving an extremely low Time to Kill, though that speed will now be locked behind an additional Headshot. Changes like these align more closely with our goal to shift consistently acquirable TTKs out of the 300ms range.
The Groza (BOCW) has not yet fulfilled the role we had intended for it. As a more ‘bruiser’ oriented, AR-SMG hybrid, its slow base Sprint to Fire Speed has continued to hold it back considerably. With this change, it will be able to more reliably contest SMGs in short-range engagements.
The vast majority of kills with the Krig 6 (BOCW) take place within its Max Damage Range, which unsurprisingly, is the longest of all BOCW Assault Rifles. This change will affect most Time to Kill breakpoints within its Maximum Damage Range by one bullet. Additionally, we have added a third Damage Range. Which is a change we do not suspect to be immensely impactful, as builds that extend Damage Range could push the Mid Damage Range out to nearly 100 meters -- which is well beyond the average kill distance for the Krig 6 (BOCW). Though, it is not all bad for the Krig 6 (BOCW); we have reduced some of the Weapon’s ‘bounciness’ while firing which we feel makes it more enjoyable to use.
Light Machine Guns
The Light Machine Gun Alpha (BOCW) had already been an incredibly accurate LMG prior to the changes which added Recoil Control to the Task Force and Match Grade barrels. With a baseline increase to Recoil and a reduction in the total amount of Recoil Control the aforementioned barrels offer, it will be harder to stay on target with Light Machine Gun Alpha (BOCW) at longer ranges.
The Tactical Rifle Charlie (BOCW), and many other Tactical Rifles have remained out of the spotlight for nearly three seasons. Given that, we feel now is a good time to reassess their effectiveness, cognizant of the razor’s edge of balance on which Burst Weapons exist. While this change will make the Tactical Rifle Charlie (BOCW) far easier to stay on target with, the reduction in effectiveness to Titanium barrels remains intact, which heavily contributed to the dominance of the Tactical Rifle Charlie (BOCW) and M16 (BOCW) several seasons ago.
Rather than an outright ‘decrease’ to Recoil, this change is more of a rework. The DMR 14 (BOCW) has languished since its changes in season one, but it has not been forgotten. Expect the DMR 14 (BOCW) to feel like a new Weapon. Semi-auto Weapon enthusiasts rejoice, as the DMR 14 (BOCW) may see a real resurgence following this change.
Of the Tactical Rifles adjusted in this patch, the M16 received the smallest change. This is partly because we feel the M16 (BOCW) is already in an acceptable spot for Burst Weapons.
The Type 63 (BOCW) has become quite infamous recently -- and for good reason. With a single Headshot, Time to Kill could be reduced to 332ms and with two, a mind boggling 166ms. A speed which only Sniper Rifles could compete with a TTK of 0 (only the travel time of the bullet). This should put into perspective how out of line the Type 63 (BOCW) was. While these changes seem extreme, a TTK of 332ms is still possible, it will just require three headshots instead of one.
This Maximum Damage change mirrors the adjustment to the base Submachine Gun Charlie (MW) made earlier this season.
The OTs 9 (BOCW) might be a bit stronger than we would like, but we would first like to see how this change broadly impacts the Weapon’s viability. The OTs 9 (BOCW) was always intended to be the quintessence of barrel stuffing Submachine Guns. A Submachine Gun that was intended to challenge Shotguns within their Effective Damage Range. We believe it is achieving that, but its Maximum Damage range, while shorter than each other BOCW SMG, might still be too long. We will continue to closely monitor the performance of the OTs 9 (BOCW) following this change.
While firing the PPSh-41 (BOCW), the Weapon could kick in a manner that would make it difficult to gauge bullet directionality. This is a subtle change that will have a significant impact on the ability to reliably line up shots.
We have improved the firing Recoil behavior for the Swiss K31 (BOCW). We expect this change to go largely unnoticed as it does not have a measurable impact on the Weapon’s effectiveness but should improve its overall feel.
Much like the Swiss K31 (BOCW), the ZRG 20mm (BOCW) has received some changes to its firing Recoil behavior to ensure that it looks, sounds, and most importantly feels like one of the baddest Sniper Rifles in Verdansk.
As we settle on the proper magnitude of Recoil Control for these barrels, we expect this to impact individual Weapons differently. Weapons that more heavily rely on the Recoil Control they received from these barrels may need to be addressed independently to ensure they align with our Weapon mastery goals.
With the aforementioned changes to the DMR 14 (BOCW), we felt it was necessary to make an adjustment to one of the most powerful attachment stats.
To ensure the Groza (BOCW) does not cross too far into Submachine Gun territory following the increase to its Sprint to Fire Speed and given its already SMG-like ADS Speeds, we are reducing the effectiveness of its Serpent Grip.
Hudson: NATO (In-Season)
Get Hudson as part of an upcoming Store Bundle, to be released following the launch of Season Five Reloaded.
Chemical Reaction Pro Pack (In-Season)
Available later this season for $19.99 USD (or your regional equivalent), this is a seven-item Bundle built for those looking for a better bond with victory. Its most notable item is a new “Diabolical” Ultra Operator Skin for Stone and also includes two Weapon Blueprints – the “Primary Injection” Assault Rifle and “Tactical Syringe” Sniper Rifle – which can both make a loadout go nuclear.
Plus, purchasing this Pro Pack gives you 2,400 in COD Points, allowing you to pick up another Store Bundle, get the Season Five Battle Pass before the end of the Season, or gift those Bundles or the Battle Pass to a friend or squadmate.
Tracer Pack: Ghost Ship Mastercraft Store Bundle (Season Launch)
This Bundle includes the Ultra-rarity, spectral inspired “Flying Dutchman” Tactical Rifle Weapon Blueprint. Haunt the seven seas with this new armament or use the “Keelhaul” SMG to make your enemies walk the plank.
Plenty of other Bundles will be available before the end of Season Five.
The Season Five Reloaded update will have a download size of approximately 6 GB for those who own the free-to-play, console version of Warzone and are current on the latest updates.
Warzone Update Sizes
For regular updates about Call of Duty®: Warzone™, follow us on Twitter @RavenSoftware.
For regular updates about Call of Duty®: Black Ops Cold War, follow @Treyarch.
For all sorts of other franchise content, check out our Call of Duty® blog.
*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.
- Raven Software