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The Numbers, a Limited-Time Event

  • The volume for various elements has been reduced and limited to play only once per match.

 

  • Fixed an issue causing the first objective for Season Five Reloaded Operator Bundles to not track properly.

 

Iron Trials '84

The following changes are exclusive to the Iron Trials '84 mode:

  • Buy Stations
    • The Specialist Token has been added
    • Supply Run discounts are now 50% on every item except Team Redeploy (100%), Loadout Drop Marker (10%), and Specialist Token (10%)
    • The Hardline Perk now gives a 25% discount to every item except Self Revive (20%), Loadout Drop Marker (10%), and Specialist Token (20%)

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.

  • Contracts
    • Contract Cash rewards (per Player) have been reduced. Multiplier values are unchanged.
      • Recon
        • $1,300 down to $1,100
      • Scavenger
        • $2,500 down to $1,600
      • Bounty
        • $3,800 down to $2,500
      • Supply Run
        • $1,300 down to $1,200

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.

  • Gulag
    • Light Machine Guns (except the RPD (BOCW)) and all Tactical Rifles have been removed from Gulag Loadouts.

We feel an emphasis on Submachine Guns and Assault Rifles better suits this version of the Gulag.

  • Melee
    • Weapons will no longer deal more than 120 damage per melee hit.
       
  • Loot
    • Armor Satchel, Gas Mask, and Self Revive drop rates have been reduced
    • Ground Loot XM4 (BOCW) attachments have been updated
    • Ground Loot Bullfrog (BOCW) attachments have been updated

The XM4 (BOCW) and Bullfrog (BOCW) Attachments are now more closely aligned with popular builds.

 

  • Fixed additional collision issues with various elements on Rebirth Island allowing Players to exploit/peek/shoot through them.
  • Fixed an issue with the Bullfrog (BOCW) that reduced recoil while firing.

 

Submachine Guns

  • Bullfrog (BOCW)
    • ADS Speed decreased by 9%
    • Movement Speed decreased by 1%
    • ADS Movement Speed decreased by 2%

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. 

Shotguns 

  • Shotgun Bravo (BOCW)
    • Maximum Damage Range decreased from 4.5 to 3.5 meters
    • Second Damage Range decreased from 8.1 to 5.5 meters
    • Third Damage Range decreased from 13.2 to 9.9 meters

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.

 

Barrels

  • Krig 6 (BOCW)

    • 19.7” Takedown
      • Horizontal Recoil Control increased from 8% to 9%
         
    • 19.7” Ranger
      • Vertical Recoil Control increased from 8% to 9%
         
    • 15.5” Contour
      • Horizontal Recoil Control increased from 4% to 5%
      • Vertical Recoil Control increased from 4% to 5%
         
    • 15” CMV Mil-Spec
      • Horizontal Recoil Control increased from 8% to 9%
      • Vertical Recoil Control increased from 8% to 9%

Given the Krig 6’s (BOCW) most recent adjustments, we felt it was appropriate to increase the effectiveness of its Recoil Control Attachments slightly.

  • AK-47 (BOCW)

    • 18.2” Takedown
      • Horizontal Recoil Control decreased from 11.1% to 10%

    • 20” Liberator
      • Vertical Recoil Control decreased from 11.1% to 10%
         
    • 18.2” VDV Reinforced
      • Horizontal Recoil Control decreased from 5.5% to 4%
      • Vertical Recoil Control decreased from 5.5% to 4%
         
    • 20” Spetsnaz RPK Barrel
      • Horizontal Recoil Control decreased from 9% to 8%
      • Vertical Recoil Control decreased from 9% to 8.5%
         
  • XM4 (BOCW)

    • 13.7” Takedown
      • Horizontal Recoil Control decreased from 11.3% to 10%
         
    • 13.7” Ranger
      • Vertical Recoil Control decreased from 11.3% to 10%
         
    • 13.5” Reinforced Heavy
      • Horizontal Recoil Recoil Control decreased from 5.5 to 4%
         
    • 13.5” Task Force
      • Horizontal Recoil Control decreased from 9% to 8%
      • Vertical Recoil Control decreased from 9% to 8%

 

  • Increased the drop rate of the Cane (BOCW) “Lost Lion” Blueprint in Red Door rooms in the Plunder mode.

 

  • Fixed a visual issue with the Calling Card awarded for a certain easter egg. ;)
  • Fixed an issue causing Red Door rooms to misleadingly appear open if a Player dies inside one and redeploys after winning their Gulag match.
  • Fixed an issue causing the Auto Move Forward accessibility menu option to appear twice.
  • Fixed an issue preventing text from fitting properly within Menu elements in non-English languages.
  • Fixed an issue that was allowing Players to force Red Doors to remain open by using the Deployable Cover Field Upgrade.
  • Fixed an issue that was preventing some players from receiving rewards after completing a Contract in core BR.
  • Fixed an issue where clicking an MOTD would cause Players to be taken to the incorrect location within the Menus.
  • Fixed an issue where that same easter egg could not be interacted with.
  • Fixed an issue where the Swiss K31 (BOCW) Roman Standard Reticle was not center-aligned.
  • Fixed another issue causing the second Objective in Kitsune’s “Security Expert” Operator Mission to not track properly.
  • Fixed several issues related to the Tempered Perk.
  • Fixed the rarity label on various Blueprints and Charms.

 

Assault Rifles

  • AK-47 (BOCW)
    • Gun Kick adjusted

We are reassessing and polishing the Gun Kick of the AK-47 (BOCW) to behave more closely to other 7.62 caliber weaponry. 

  • FARA 83 (BOCW)
    • Maximum Damage decreased from 29 to 25
    • Minimum Damage decreased from 25 to 23
    • Head Multiplier increased from 1.35 to 1.56
    • Neck Multiplier increased from 1 to 1.2
    • Upper Torso Multiplier increased from 1 to 1.1

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.

  • Krig 6 (BOCW)
    • Recoil increased
    • Neck Multiplier decreased from 1.3 to 1.1

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.

  • QBZ-83 (BOCW)
    • Recoil increased slightly
    • Recoil Dampening enabled

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.

 

Submachine Guns

  • OTs 9 (BOCW)
    • Recoil increased slightly
    • Maximum Damage decreased from 34 to 31
    • Minimum Damage increased from 20 to 21
    • Headshot Multiplier increased from 1.35 to 1.52
    • Neck Multiplier decreased from 1.35 to 1

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.

  • TEC-9 (BOCW)
    • Maximum Damage decreased from 26 to 24
    • Minimum Damage decreased from 24 to 22
    • Neck Multiplier increased from 1 to 1.1

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

  • Light Machine Gun Alpha (BOCW)
    • Recoil adjusted
    • Gun Kick adjusted
    • Raise Interrupt Time increased from .8 to 1 second

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.

 

Tactical Rifles

  • Tactical Rifle Charlie (BOCW)
    • Recoil decreased slightly

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.

 

 

Barrels

  • Tactical Rifles

    • Tactical Rifle Charlie (BOCW)

      • 18" Rapid Fire
        • Fire Rate increased from 5% to 6%

      • 17" Titanium
        • Fire Rate increased from 7% to 8%
           
    • M16 (BOCW)

      • 16.3" Rapid Fire
        • Fire Rate increased from 5% to 6%
           
      • 16.3" Titanium
        • Fire Rate increased from 7% to 8%

 

Tactical Rifles

  • DMR 14 (BOCW)
    • Neck Multiplier decreased from 1.1 to 1
    • Upper Torso Multiplier decreased from 1.1 to 1

 

  • Fixed a visual issue with the Season Progressional menu icons.
  • Fixed an issue causing some Weapons found via Supply Box or ground loot to change rarity color after being picked up by Players.
  • Fixed issues causing various HUD/UI elements to appear misaligned in non-English languages.
  • Fixed issues with various dynamic Weapon icons in both the menu and in-game UI.

 

Week of September 9th

  • Verdansk
    • BR
      • Solos
      • Duos
      • Trios
      • Quads
    • Clash
       
  • Rebirth Island
    • Resurgence
      • Trios
      • Quads

Week of September 16th

  • Verdansk
    • BR
      • Solos
      • Trios
      • Quads
    • Iron Trials ’84
      • Duos
    • Blood Money
      • Quads
    • Clash

  • Rebirth Island
    • Resurgence
      • Quads

Week of September 23rd

  • Verdansk
    • BR
      • Solos
      • Duos
      • Trios
      • Quads
    • Iron Trials ’84
      • Duos

  • Rebirth Island
    • Resurgence
      • Quads
         
  • What else? We’ll let you choose from a few options! Keep an eye on our Twitter for updates.

Week of September 30th

  • Verdansk
    • BR
      • Duos
      • Trios
      • Quads
    • Buy Backs
      • Solos
    • Plunder
      • Trios
         
  • Rebirth Island
    • Resurgence Extreme
      • TBD

  • And the return of a mode not seen in quite some time!

 

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:

  • An instant $5,000 Cash bonus in the current match
  • For each unique Mobile Broadcast Station activated during the event, you will receive an exclusive reward such as a Sticker, Calling Card, or Charm, in addition to some XP
  • Complete all of the Challenges in the Numbers Event in either Warzone or Cold War to unlock the Sai melee weapon.

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.

 

Clash (Launch)

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:

  • Altered Health and Regeneration
  • Removal of Free Loadout Drops
  • New Gulag Rules
  • Adjusted Environmental Hazards
  • Classified Weapons

Here are three additional changes to expect:

  • Field Upgrades
    • Dead Silence and Stopping Power have been removed. Leave the pocket sand on the playground.
       
  • Sniper Rifles
    • Can only one-shot to the head within 30 meters. You’re gonna have to get up close and personal with the competition.
       
  • Vehicles
    • ATVs and Dirt Bikes only. You’ll need to dispatch your foes the old fashioned way. Plan your drops carefully and rotate early.

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.
 

Red Doors

We’ve received reports of new, unusual activity in the Red Door rooms. Operators have been asked to investigate.

 

 

  • Loot that spawns across Verdansk has been adjusted as follows…
    • New Gulag loadouts
    • New pre-match loadouts
    • New ground and Supply Box loot

 

  • Fixed a visual issue causing Player models to appear to have two left hands after free falling with any akimbo Weapon equipped.
  • Fixed additional collision issues with various elements across Verdansk allowing Players to exploit/peek/shoot through them.
  • Fixed collision issues with various elements across both Verdansk and Rebirth Island that allowed Loadout Drops to fall through them.
  • Fixed an issue causing Players to not receive the squad wipe notification when finishing the last member of an enemy squad.
  • Fixed an issue causing Players to remain stuck in the blank tablet screen while using the RC-XD Killstreak.
  • Fixed an issue causing the audio for certain Finishing Moves to not play properly.
  • Fixed an issue causing Thermite damage to persist upon redeployment after exiting the Gulag.
  • Fixed an issue where a Bounty Contract would display placeholder text.
  • Fixed an issue where a Squad Wipe wouldn’t count if the last enemy was holding a Self-Revive.
  • Fixed an issue where Players could regenerate Armor Plates while using the Tempered perk.
  • Fixed an issue where Revive and Self-Revive times were incorrect in Private Matches.
  • Fixed an issue where some Calling Cards were displaying placeholder text.
  • Fixed an issue where trying to customize Reticles would send Players back to the Main Menu.
  • Fixed incorrect Blueprint labeling of various Attachments in the Gunsmith Customs.
  • Fixed the Reticle alignment for the Swiss K31 (BOCW) “Roman Standard” Blueprint.
  • Fixed the visual scaling of the Swiss K31 (BOCW) Diamond Camo.
  • Fixed various issues causing the inspect animation on some Blueprints to not work properly.

 

New Weapon

  • Sai: Melee (BOCW)
    • During The Numbers Limited-Time Event starting Sept. 21, those who complete all nine challenges within Warzone or Black Ops Cold War will receive this new functional melee Weapon.

 

Weapon Changes

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.
 

Assault Rifles

  • C58 (BOCW)
    • Recoil adjusted

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.

  • EM2 (BOCW)
    • Base Optic eye position retracted

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.

  • Assault Rifle Bravo (MW)
    • Upper Torso Multiplier decreased from 1.1 to 1

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.

  • Groza (BOCW)
    • Sprint to Fire Speed increased by 15%

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.

  • Krig 6 (BOCW)
    • Maximum Damage decreased from 30 to 29
    • Mid Damage now 25
    • Minimum Damage decreased from 25 to 23
    • Weapon Kick adjusted

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

  • Light Machine Gun Alpha (BOCW)
    • Recoil increased slightly

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.


Tactical Rifles

  • Tactical Rifle Charlie (BOCW)
    • Recoil decreased

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.

  • DMR 14 (BOCW)
    • Recoil adjusted

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.

  • M16 (BOCW)
    • Weapon Kick decreased

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.

  • Type 63 (BOCW)
    • Headshot Multiplier decreased from 2.1 to 1.58
    • Neck Multiplier increased from 1.2 to 1.58
    • Upper Torso Multiplier decreased from 1.2 to 1
    • Lower Torso Multiplier decreased from 1.1 to 1
    • Weapon Kick decreased

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.


Submachine Guns

  • Submachine Gun Charlie (MW) with 10mm Auto 30-Round Mags
    • Maximum Damage decreased from 34 to 31

This Maximum Damage change mirrors the adjustment to the base Submachine Gun Charlie (MW) made earlier this season.

  • OTs 9 (BOCW)
    • Maximum Damage Range decreased by 6.2%

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.

  • PPSh-41 (BOCW)
    • Weapon Kick adjusted
    • ADS Sway adjusted

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.


Sniper Rifles

  • Swiss K31 (BOCW)
    • Recoil adjusted

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.

  • ZRG 20mm (BOCW)
    • Recoil adjusted

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.

 

Barrels

  • Assault Rifles

    • Ranger/Liberator/GRU Composite
      • Vertical Recoil Control decreased from 10% to 8%

    • Reinforced Heavy/VDV Reinforced/Contour
      • Horizontal Recoil Control decreased from 5% to 4%
      • Vertical Recoil Control decreased from 5% to 4%
         
    • Takedown/Contour M2
      • Horizontal Recoil Control decreased from 10% to 8%

    • Task Force/Spetsnaz RPK/CMV Mil-Spec
      • Horizontal Recoil Control decreased from 10% to 8%
      • Vertical Recoil Control decreased from 10% to 8%
         
  • Light Machine Guns

    • Match Grade
      • Horizontal Recoil Control decreased from 5% to 4%
      • Vertical Recoil Control decreased from 5% to 4%
         
    • Task Force
      • Horizontal Recoil Control decreased from 10% to 8%
      • Vertical Recoil Control decreased from 10% to 8%

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.

  • Tactical Rifles

    • DMR 14 (BOCW)

      • 16.3” Titanium
        • Damage Range decrease reduced from 25% to 20%
        • Rate of Fire increase reduced from 16.7% to 15%

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.

 

Rear Grips

  • Assault Rifles

    • Groza (BOCW)

      • Serpent Grip
        • ADS Speed increase reduced from 9% to 7%

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.

 

 

New Operator

  • Hudson: NATO (In-Season)

    • Get Hudson as part of an upcoming Store Bundle, to be released following the launch of Season Five Reloaded.

  • Judge Dredd (In-Season)

    • A limited-time Tracer Pack: Judge Dredd Store Bundle will include:

      • Two Legendary Beck Skins:
        • “Judge Dredd”
        • “Comic Strip”

      • Three Weapon Blueprints:
        • “Quick Judgement” Submachine Gun
        • “Arbitrator Rifle” Assault Rifle
        • “Lawgiver” Handgun

      • One Finishing Move:
        • “Incendiary”

      • One Weapon Charm:
        • “Book of Law”

      • One Wrist Accessory:
        • “Judge’s Watch”

      • One Animated Calling Card

      • One Animed Emblem

 

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

  • PlayStation 5:
    • 5 GB
       
  • PlayStation 4:
    • 5 GB
       
  • Xbox One Series X / S:
    • 5.9 GB
       
  • Xbox One:
    • 5.9 GB
       
  • PC:
    • 6.4 GB (Warzone Only)
    • 7.6 GB (Warzone and Modern Warfare®)

Reminders

  • PC users will also need 12 GB of additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.
  • Remember, the Black Ops Cold War download is not necessary if you are only playing Warzone, and vice versa.
  • Furthermore, for a smaller overall file size, Players can choose to uninstall/remove other data packs if they are no longer needed.

 

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

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.

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