September 12, 2025
  • Home
  • Default
  • Unveiling the Latest Patch Notes for CoD: Shadowy Ops 6 and Warzone Season 2 – Exciting Camo and Weapon Updates!
CoD: Shadowy Ops 6 And Warzone Season 2 Patch Notes Detail Main Camo And Weapon Changes

Unveiling the Latest Patch Notes for CoD: Shadowy Ops 6 and Warzone Season 2 – Exciting Camo and Weapon Updates!

By on January 28, 2025 0 59 Views

Welcome to Season 02

“Bounty’s promising. The pursuit commences.”

Season 02 of Call of Duty: Dark Ops 6 launches tomorrow, placing your entire Rogue Team in the crosshairs as retribution for recent Avalon missions orchestrated by the Luttazzi crime syndicate. In Season 02, draw your boundaries and carry out your assignments and bounties… dead or alive.

Play

In the meantime, stay informed about what’s to come with all the details of the new Season 02 Update and the recent balance modifications, 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

  • Bounty (6v6)
    • Deploy at dawn to the top of an Avalon skyscraper, storming into the penthouse of a local crime lord. The Rogue team is here to celebrate their past victories, but the festivity is fleeting as allies turn into foes, leading to chaos.
  • Dealership (6v6)
    • For Avalon’s affluent clientele, nothing rivals the stunning automobiles showcased at the Pallasar car dealership. However, this dealership serves as a façade and undoubtedly functions as a profitable black market for the criminal underworld where vehicles are exchanged for firearms, ammunition, and other illicit commodities.
  • Lifeline (6v6, 2v2)
    • Challenge yourself on the high seas as the Rogue team attempts to escape by boat, battling aboard the aptly named Lifeline, a small, upscale yacht still ablaze after a successful boarding by Sev and her allies.

New Multiplayer Modes

  • Season Launch
    • Overdrive
      • Shift into Overdrive in this electrifying twist on Team Deathmatch. Teams compete to be the first to score the highest number of stars. For additional information on this new mode, check the Multiplayer Modes section of the patch notes.
    • Gun Game (Week 2)
      • The fan-favorite Gun Game is back! Compete in a free-for-all mode where all Operators begin with the same starting weapon and cycle through a series of 20 weapons, each more challenging than the last. Eliminate foes to advance to the next weapon, testing your skills across various weapon types.
  • In-Season
    • Valentine’s Day Limited-Time Modes
      • Third Wheel Gunfight
        • Not everyone’s craving romance. Some people simply want to handle things their way. In Third Wheel Gunfight, you can bring along your unpartnered friend and battle it out 3v3.
      • Couples Dance Off
        • This one’s exclusively for pairs. Compete in a mosh pit of 2v2 Face Off modes including Face Off Team Deathmatch, Face Off Domination, and Face Off Kill Confirmed.

New Weapons (Multiplayer & Zombies)

  • PPSh-41 – SMG (Battle Pass)
    • High-capacity submachine gun. Rapid fire rate with impressive damage and substantial recoil. Solid handling.
  • Cypher 091 – Assault Rifle (Battle Pass)
    • High-capacity assault rifle. Slower fire rate balanced by excellent handling and very good mobility.
  • Feng 82 – LMG (Battle Pass)
    • High-capacity light machine gun. Very slow fire rate with considerable damage and handling.
  • TR2 – Marksman Rifle (Event Reward)
    • Semi-automatic marksman rifle. High rate of fire and competent handling.

New Attachments (Multiplayer & Zombies)

  • Crossbow Attachment (Battle Pass)
    • Add some flair to your Primary Weapon with the Crossbow Underbarrel Attachment. The three explosive-tipped bolts detonate quickly upon impact for a spectacular explosion, even if you hit just off-target.
  • AEK-973 High Auto Mod (Event Reward)
    • Transform the AEK-973 into a fully automatic weapon chambered in 5.45x39mm. The modification gives the Marksman Rifle a real kick; apply a little downward pressure while firing to keep on target.
  • Tanto .22 SMG Binary Trigger (Event Reward)
    • Change the weapon’s default full-auto firing mode to a genuinely reliable semi-auto feature that fires a bullet when the trigger is pulled and when it is released for rapid-fire functionality. Blocks Barrel and Underbarrel attachments.

New Multiplayer Perks

  • Season Launch Window
    • Slipstream – Enforcer (Event Reward)
      • Increases your sprint speed at the cost of removing Tactical Lag.

New Scorestreak (Multiplayer & Zombies)

  • Battle Machine (Event Reward)
    • Available In-Season, equip this highly effective burst-fire grenade launcher with grenades that explode on impact.
      • The Battle Machine can also be accessed in Zombies at the Crafting Table under Upgrade.

New Zombies Map: The Tomb

Play

After the events at Citadelle des Morts, Weaver, Maya, Carver, and Grey must transport the amulet secured at the Fort to a cursed excavation site and the ancient catacombs within. Professor Krafft indicated that the elusive Sentinel Artifact would be present in the tunnels below. Reports of supernatural phenomena date back centuries, likely linked to the presence of the artifact. If the team can secure it, there may still be hope of freeing Samantha Maxis from her confinement in the Dark Aether.

New Operators (Multiplayer & Zombies)

  • Vortex (BlackCell, Crimson One, Launch)
    • This master assassin is known only by the name Vortex. All biographical information for this Operator has been redacted.
  • Nocturne (Battle Pass, Crimson One, Launch)
    • A bounty has been placed on the Rogue Dark Ops team, and Nocturne is here to collect. Aside from his remarkable lethality on display, all biographical information for this Operator has been redacted.
  • The Terminator (Bundle, Crimson One, In-Season)
    • The ultimate killing machine emerges as The Terminator deploys from the future to annihilate its foes across Season 02. This brand-new Operator comes with two Ultra Skins inspired by the original movie. Take control of the cyborg assassin who first appeared on the silver screen in 1984, available as a Store Bundle shortly after Launch.

New Events

  • The Terminator (MP, ZM, WZ: February 6 to 20)
    • Collect skulls to unlock rewards. Skulls are earned by eliminations in Multiplayer and Zombies, and by taking out players and opening caches in Call of Duty: Warzone. Earn bonus skulls for eliminating foes with explosive or fire damage.
  • Shadow Hunt (MP, ZM, WZ: February 13 to 20)
    • To join Nocturne, you must first complete the challenges he has set before you. Don’t disappoint him.

GLOBAL

RICOCHET ANTI-CHEAT

As previously stated in our recent Community Update blog, we are intensifying our fight against cheaters across both Multiplayer and Warzone with new security features rolling out throughout the coming seasons. Updates include enhanced detection models for behaviors such as aim-botting, stricter account integrity measures, and hardware identification.

to habitual offenders, and innovative measures to combat dishonest actions akin to collaborating with cheaters or attempting to disrupt legitimate players through spamming. We are also focusing on more authentic tools, including vital enhancements to the kernel-level anti-cheat driver and server-side systems starting this season and extending into Season 03. These initiatives, combined with continuous improvements and appropriate actions against cheat distributors, are designed to provide a more secure and enjoyable experience for everyone.

For additional details about Ricochet Anti-Cheat, check out our latest Community Update.

BATTLE PASS

The Season 02 Battle Pass features over 110 items of unlockable content (excluding BlackCell), including three new Base Weapons, an Underbarrel Crossbow Attachment, fresh Operator Skins and Weapon Blueprints, and much more. Continue reading for further BlackCell insights and stay tuned for an in-depth look at BlackCell, the Battle Pass, and Store Bundles in a blog before the launch of Season 02 that explores the extensive offerings.

PROGRESSION & PRESTIGE

  • Resolved an issue that was causing the “Congratulations, you’ve Mastered Prestige” screen to appear after every match for some Prestige Master players.
  • Fixed a problem that could occasionally occur after Quick-Resuming Dark Ops 6, which would inaccurately display all other players as Level 1 with default customization.
  • Players who have achieved Max Level will now receive a notification that they have a Prestige available after each match.
  • Players who have reached Max Level will now notice a “Prestige Available” indicator on the Prestige Tile in the Barracks Progression menu.
  • Prestige Master Ribbons will now be visible in the player details when inspecting a player from the Lobby.
  • Players can now toggle between individual Prestiges (L1/R1 on PlayStation, LB/RB on Xbox) when viewing an individual Prestige’s rewards in the Prestige screen.
  • The player’s current Prestige Master Ribbon and Icon milestone will now be highlighted by default whenever they enter the Prestige Master screen.

CHALLENGES

Challenge Tracker & Close to Completion

Everyone knows our Challenge enthusiasts have been requesting the ability to track Challenges, and we’ve been diligently working to add that feature in Season 02. The Challenge Tracker allows players to manually track up to 10 Camo and 10 Calling Card Challenges they are currently pursuing, but there is another facet we believe players will appreciate on the quest to Dark Matter, Nebula, and 100% Completion: Close to Completion.

Players who do not manually set their Tracked Challenges will see automatically populated Challenges that they are nearing completion on, making it easy to identify Challenges that you might have forgotten about or providing you with a goal to chase in your next match.

Your top Tracked or Close to Completion Camo and Calling Card Challenges will now be viewable in the Lobby by cycling through the Daily Challenge widget (using the right thumbstick on console or the “R” key on PC). From this interface, players can access each Challenge category’s Tracked & Close to Completion list to see the comprehensive list of tracked Challenges.

We’re optimistic that the Challenge Tracker & Close to Completion system will help players quickly navigate to their Challenges and make it easier to keep track of the tasks you are working on, 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 Close to Completion) Camo and Calling Card Challenges can be viewed in the Lobby by accessing the Daily Challenges panel. The Top Tracked (or Close to Completion) Camo and Calling Card Challenges can also be viewed in-game by opening the Options Menu and navigating to the Daily Challenges panel.

When tracking a Camo, the next Camo Challenge for the Weapon is automatically tracked and shown. You do not need to re-track every individual Camo Challenge as you progress through Camos for a single Weapon.

Access the “Tracked & Close to Complete” list for Camos and Calling Cards from the Lobby panel.

The Calling Card Challenges “Tracked & Close to Complete” list can be accessed via the Calling Card Challenge menu.

Fixed an issue where XP wouldn’t be awarded for Armory Challenges before opening the Armory for the first time.

This feature is expected to come to Warzone at a later date.

Camos & Camo Challenges

Players can now equip any unlocked Special Camos to a Weapon as soon as they have unlocked any 5 Military Camos for that weapon. Previously, players were required to unlock all 9 Military Camos for at least one mode to equip Special Camos.

We’ve noticed feedback from players regarding how the 250+ unique Special Camos in Black Ops 6 are underutilized due to the current equipping requirement, and we agree. At present, we see a very limited opportunity for Special Camos to be equipped: after all Military Camos for a mode have been unlocked, but before players have unlocked Gold Camo (or higher).

In Season 02, we’ll be modifying this equipping requirement to allow players to equip their unlocked Special Camos earlier in each Weapon’s Camo journey while still maintaining a brief “on-ramp” of needing to unlock 5 Military Camos, which we feel is crucial to the new Weapon experience. In Multiplayer, this means that Special Camos can now be accessed after 30 Headshots instead of 100, but achieving 5 Military Camos can also be done across all 3 modes if desired.

  • Challenge progress bars will now appear below Special Camo and Mastery Camo swatches on the Camo tab in the Gunsmith.
  • The currently equipped Camo will be highlighted by default when entering the Camo tab in the Gunsmith (if applicable).

SOCIAL & CHANNELS

  • Introduced a “Favorites Only” filter to the Friends List that allows you to display only Favorite Friends.
  • Player microphone indicators will now appear while viewing the Party Channel or Game Channel.
  • “Sort by Progress” and “Sort by Rank” will now show the corresponding Level or Rank icons in the Friends List, regardless of which mode the player is using in the Social menu.
  • Dark Ops Calling Cards that you have not yet unlocked will no longer appear as “Labeled” when viewed in another player’s Calling Card Showcase.

MULTIPLAYER

WEAPONS

  • Resolved an issue where Akimbo Attachments were not accurately displaying Pros and Cons.
  • Addressed an animation glitch when using certain muzzle attachments with the GS45 Pistol.

All Weapons

We have several global adjustments arriving with the start of Season 02 that will impact all weapons. The first is an enhancement to the weapon stability provided by the Dexterity Perk, offering a more secure feel while jumping, sliding, and diving. The second is in response to feedback that the weapon animations upon respawn can obstruct gameplay. These animations are now interruptible immediately when firing, aiming down sights, sprinting, or executing other gameplay actions.

Finally, we are significantly reducing bullet penetration, as we have continued to observe situations where bullets are passing through targets inappropriately.

through excessive cover. Our initial action in tackling this is to reduce the maximum depth that bullets can penetrate for all materials. We have long-term strategies to make bullet penetration more intuitive and uniform, and we will be implementing additional enhancements in future updates.

  • Improved weapon motion reduction from the Dexterity perk from 60% to 70%.
  • Weapon raise animations that trigger upon respawn are now completely interruptible.
  • Decreased bullet penetration across all surface types.

Magazine Attachment Modifications

Another significant change we are implementing is accelerating Reload times for Fast Mags. Our objective is for every magazine attachment to serve a purpose across the various playstyles in Call of Duty, but we understand that opting for larger magazine sizes can be difficult. We aim to avoid imposing further penalties on Extended Mags, so we are focusing on enhancements to Fast Mags to make them more appealing. We are starting with reload time adjustments but will continue to evaluate magazines to ensure players have more engaging options and build potential with this category.

Reload times for Fast Mag I, Fast Mag II, Fast Mag III, and Flip Mag improved by 10% for all weapon classes, with the exception of pistols.

Fast Mag I and Fast Mag II saw reload time improvements of 5% on Pistols.

LMG magazines that hold 50 rounds or fewer have experienced a 5% improvement in reload times.

The AS VAL default magazine reload time improved by 10%.

Fixed an issue with Swat 5.56 Fast Mag I, which will now improve reload times as intended.

The following magazine attachments have had their ammo add times adjusted to align with the intended timings. The overall reload times and interruption times remain unchanged.

  • C9 Extended Mag I: from 1.933s to 2.267s.
  • Model L Extended Mag II: from 2.133s to 2.433s.
  • GPMG-7 Extended Mag II: from 5.2s to 5.6s.
  • GPMG-7 Extended Mag III: from 5.7s to 6.07s.
  • GPMG-7 Extended Mag IV: from 6.13s to 6.47s.
  • SVD Extended Mag 2: from 2.63s to 3s.

Melee

  • Removed the screen flash from sustaining frontal bullet damage while wielding a melee weapon.

Assault Rifles

  • Goblin Mk2

The Goblin Mk2 is perhaps the most contentious weapon within the community. Some players are quite fond of it, while many others… strongly prefer different weapons. We’re making several minor enhancements to improve overall usability and reliability without altering the weapon’s character. In particular, the increase in maximum damage range will aid in mid-range confrontations, and we are providing it with more inflicted flinch than the average Assault Rifle to reward players who succeed in landing that initial hit.

SMGs

  • Kompakt 92

Our design goal for the 3-Round Burst Mod on the Kompakt 92 is to present an alternative playstyle that sacrifices some raw upfront power for more consistent mid-range effectiveness. The benefits were not as substantial as we desired, so we’ve made slight adjustments to the range and implemented noteworthy recoil reductions.

Shotguns

With this update, we are enhancing ranges and Sprint to Fire speeds across all Shotguns. We recognize that some of these modifications may seem minor, but the balance of Shotguns, in particular, tends to be very delicate. We want Shotguns to have a more significant impact outside of our smallest maps, and we will keep refining until we are satisfied with their performance.

The Maelstrom has undergone noticeable changes, as it was previously lagging behind the Marine SP and ASG-89. It is now capable of achieving a one-shot kill at very close range, and all its other ranges have received a more substantial boost compared to other Shotguns. Additionally, we’ve slightly improved its Fire Rate to enhance its firepower without further adjustments to pellet damage.

MGs

  • PU-21

The PU-21 is designed to be a more lightweight LMG, emphasizing Assault Rifle handling and mobility. We are reducing the pre-fire delay by over half to support a more aggressive playstyle and are decreasing recoil deviation for better consistency in combat.

Adjustments

  • Pre-fire delay enhanced from 55ms to 20ms.
  • Sprint to Fire Speed improved from 245ms to 240ms.
  • Tactical Sprint to Fire Speed improved from 335ms to 330ms.
  • View Kick Deviation slightly minimized.

Marksman Rifles

  • DM-10

The Gain-Twist Barrel enhancement to Bullet Velocity was unintentionally low on the DM-10. There will now be a clear advantage to using it over the Reinforced Barrel.

Sniper Rifles

We observed a lot of enthusiasm surrounding the AMR Mod 4 when it was introduced in Season 01, largely due to its consistency with hit location multipliers. In Season 02, we are expanding the one-shot hit locations on the initial sniper rifles, aiming to provide them all with a similar sense of reliability and introduce greater weapon variety.

We are also implementing modest reductions to the Aim Down Sight speed bonuses associated with Quickdraw Grips. Several factors contributed to this adjustment. Firstly, the general power level of snipers, as the changes to body multipliers represent a significant buff. Secondly, our Fast Mag enhancements, which we hope will encourage players to comfortably utilize builds that combine multiple sources of ADS speed improvements.

Pistols

  • Stryder .22

The Stryder .22 debuted with a lower Bullet Penetration profile compared to other pistols, which can be challenging for players to perceive and offers little distinction to the weapon’s identity. We are raising it to align with the standard of the class.

Special Weapons

  • Sirin 9mm

We have resolved an issue that resulted in unintended Sprint to Fire adjustments with the magazine attachments on the Sirin 9mm. The attributes on these magazines have now been aligned with the trade-offs present on other weapons.

Launchers

Finally, launchers are undergoing substantial handling enhancements to improve general usability and responsiveness.

HUD

  • Corrected an issue that would occasionally misrepresent the Field Upgrade “READY” state after respawning.
  • Fixed a problem where player names would not appear next to the speaker icon during communication in a match.
  • HUD Presets can now be configured separately for Zombies and Multiplayer.

PROGRESSION & XP

  • Search & Destroy
    • Resolved an issue that was preventing the end-of-game Match Bonus XP payout from being awarded under the following circumstances:
      • The entire enemy team abandoned the match.
      • The player dealt no damage in the final Round.

CHALLENGES

Black Ops 6 was released with more Calling Card Challenges than any recent Call of Duty, marking the return of “100 Percenter” Cards for both Multiplayer and Zombies, along with a comprehensive Calling Card grind in Warzone, featuring its own “100 Percenter” Card for the first time. It has been truly exhilarating to witness players strategizing and unlocking the various Calling Card Challenges since launch.

However, some Multiplayer Challenges have proven to be somewhat frustrating, or have contained bugs and other complications hindering certain players from completing them on their way to achieving “100 Percenter”. For Season 02, we have prioritized rectifying these Challenge bugs and easing the key frustrations players have faced as part of the Multiplayer Calling Card Challenge grind. We hope these fixes and updates assist players who are stuck in their Challenge journey and help unblock their progress towards 100% completion.

Scorestreak Destruction Challenges

  • Resolved an issue that was not awarding
    • Challenge advancement towards Scorestreak Destructions has been modified for scenarios where players did not deliver the final blow on the eliminated enemy Scorestreak.
    • Players will now accumulate progress for Camo Challenges requiring Scorestreak destruction, even if they don’t land the final hit. This affects the following elements:
      • Camo Challenges for the CIGMA 2B and HE-1
      • Mastery Badges for the CIGMA 2B and HE-1
      • Calling Card Challenges titled “Hot Lead,” “Air Control,” and “Field Work”

    This adjustment has been implemented to guarantee that Challenge progress is awarded for destroying Scorestreaks whenever you earn Scorestreak Destruction Medals such as “Flyswatter” and “Downed.” The intent is to create a more consistent experience for challenges involving Scorestreak destruction. This amendment should make the pursuit of Diamond Launchers more streamlined and less random or exasperating for players.

    Calling Card Challenges

    • “Redemption Arc” Going Ham Challenge: Eliminated the temporal requirement of needing to secure a kill shortly after being revived. Players can now achieve progress by obtaining a Kill anytime after using the Morphine Injector to self-revive.
    • “Tick Tock Boom” Humiliation Challenge: Semtex sticks that do not result in a kill for the player who deployed it will now also advance the Challenge.
    • “On Point” Prestige 1 Challenge: The Challenge now utilizes the same Dive detection as the “Dive Shot” Medal, permitting a grace period shortly after landing from a Dive during which progress can still be made.
    • “Squint Test” Prestige 1 Challenge: Moonshot requirement has been decreased from 100m to 75m, making it feasible to complete this Challenge on a larger number of maps.
    • “Explosive Plays” Prestige 4 Challenge: Fixed a bug that displayed an incorrect Calling Card name.
    • “Hot Dawg” Prestige 4 Challenge: Lowered the Molotov or Thermo Grenade Kills without dying requirement from 4 to 3.
    • “Headhunter” Prestige 5 Challenge: Corrected a typographical error in the Challenge description that referenced the wrong Barrel needed to advance. The appropriate requirements are the CHF Barrel and Muzzle Brake Attachments.
    • “Speed Demon” Prestige 6 Challenge: Reduced the Kills-while-activated requirement from 3 to 2.
    • “Score Collector” Prestige 6 Challenge: Now only necessitates 5 Scorestreak Kills in a single game to progress, as opposed to 10.
    • “Deep Cover” Prestige 7 Challenge: Added progress for Kills while disguised with the Sleeper Agent Field Upgrade, alongside Bomb plants and defuses.
    • “Switchblade” Prestige 7 Challenge: Players can now advance the Challenge with Melee kills against foes impacted by their Tactical Equipment, in addition to the existing firearm requirement.
    • “Ripped Up” Prestige 8 Challenge: Altered the challenge from Guns Blazing Medals (3 rapid Kills with the Chopper Gunner) to monitoring individual Kills with the Chopper Gunner Scorestreak.
    • “Devastating Force” Prestige 8 Challenge: Changed the 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 solely requires Point Blank Kills with the designated Perks equipped.
    • “Hard and Fast” Prestige Master Challenge: Corrected a typographical error in the Challenge description that mistakenly referenced the Ghost Perk instead of the Double Time Perk.
    • Global Camo Mastery: Calling Card is now properly awarded upon completing the final Camo in all three modes. Players who completed this Challenge prior to the update should now see the Calling Card added to their inventory (as of Jan. 24).

    Calling Card Challenges

    “Redemption Arc” Going Ham Challenge: Removed the time constraint requiring a kill shortly after self-reviving. Players can now progress by achieving a Kill anytime after they utilize the Morphine Injector for self-revival.

    “Tick Tock Boom” Humiliation Challenge: Semtex sticks that don’t lead to a kill for the deploying player will also contribute to the Challenge.

    “On Point” Prestige 1 Challenge: The Challenge now employs the same Dive detection as the “Dive Shot” Medal, facilitating a grace period shortly post-Dive landing during which progress can be attained.

    “Squint Test” Prestige 1 Challenge: Moonshot objective lowered from 100m to 75m, making it achievable on a greater variety of maps.

    “Explosive Plays” Prestige 4 Challenge: Resolved an issue that was presenting an incorrect 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: Fixed a typographical mistake in the Challenge description that incorrectly identified the Barrel needed for Challenge progression. The required equipment includes the CHF Barrel and Muzzle Brake Attachments.

    “Speed Demon” Prestige 6 Challenge: Adjusted the Kills-while-activated requirement from 3 to 2.

    “Score Collector” Prestige 6 Challenge: Now requires only 5 Scorestreak Kills in one game to progress, rather than 10.

    “Deep Cover” Prestige 7 Challenge: Introduced the option to gain progress with Kills while concealed by the Sleeper Agent Field Upgrade, in addition to executing Bomb plants and defuses.

    “Switchblade” Prestige 7 Challenge: Players can now advance when performing Melee kills on enemies affected by their Tactical Equipment, along with the existing gunfire criteria.

    “Ripped Up” Prestige 8 Challenge: Modified the challenge from Guns Blazing Medals (3 rapid Kills with the Chopper Gunner) to focusing on individual Kills with the Chopper Gunner Scorestreak.

    “Devastating Force” Prestige 8 Challenge: Transitioned from Death From Above Medals (3 rapid Kills with the Dreadnought) to tracking single Kills with the Dreadnought Scorestreak.

    “Hunt Them Down” Prestige Master Challenge: Eliminated the Acoustic Amp requirement; the Challenge now demands only Point Blank Kills with the specified Perks equipped.

    “Hard and Fast” Prestige Master Challenge: Corrected a typographical error in the Challenge description that mistakenly mentioned the Ghost Perk instead of the Double Time Perk.

    Global Camo Mastery: Calling Card is now accurately awarded upon concluding the final Camo in all 3 modes. Players who have fulfilled this Challenge before this update should see the Calling Card in their inventory (added on Jan. 24).

    Camo Challenges

    • AK-74 “Vengeance” Special Camo: Fixed an issue where the AK-74 Drill Charge Underbarrel Launcher was not counting towards the unlock criteria.

    Daily Challenges

    • Lowered the requirements for the following Daily Challenges:
      • Obtain 3 Headshots with Pistols (previously 5).
      • Secure 5 Kills with Melee Weapons (previously 10).
      • Achieve 3 Kingslayer Medals (previously 10).
      • Get 5 Kills while diving or sliding (previously 10).
      • With the Danger Close Wildcard activated: achieve 5 Kills using Lethal Equipment (previously 10).
      • Intercept 5 enemy projectiles using the Trophy System Field Upgrade (previously 10).
    • Removed the following Daily Challenges from the game:
      • Eliminations with Full-Auto Weapons.
      • Eliminations with Semi-Auto Weapons.
      • Eliminations with Burst-Fire Weapons.
      • Eliminate Enemy Scorestreaks.
      • Secure Kills with the Combat Axe Lethal Equipment.
      • Kill enemies disoriented by your Neurogas Field Upgrade.

    We continuously monitor the completion rates of Daily Challenges along with player feedback. With the onset of Season 02, our goal was to refine or modify some of the more challenging Daily Challenges, ensuring that players consistently receive tasks that are attainable and clear-cut.

    Our aim with Daily Challenges is to motivate players to experiment with different items and tactics, ensuring they remain accessible and enjoyable to complete in a single game session.

    • Resolved a problem that was hindering the accurate tracking of the following Daily Challenges:
      • Obtain 50 Eliminations with a Silenced Weapon.
      • Obtain 50 Eliminations using a Weapon with 5 or more Attachments.
    • The “Get Eliminations with Secondary Weapons” Daily Challenge will now properly track Eliminations achieved with the Sirin 9mm Special Weapon.

    Mastery Badges

    • Tactical Insertion: Fixed an issue that was causing the Tactical Insertion Mastery Badge to progress only through Revenge Kills. It will now progress anytime a player eliminates an enemy shortly after respawning via a Tactical Insertion.
    • The Mastery Badge for any utilized Weapon, Scorestreak, Field Upgrade, or Equipment will now display correctly in Killcam and Best Plays.

    Spawns

    • Spawn logic has been refined to further our efforts to minimize proximity to enemies during respawning.
    • We have introduced live A/B testing capabilities for spawn alterations, allowing us to assess changes on a smaller scale. If the results are favorable, these adjustments will be rolled out universally, enabling us to be more responsive with spawn modifications.

    Modes

    • Overdrive (LTM)
      • Collect stars to unlock unique Operator skills that will significantly assist you in combat, sustaining your streak to achieve Overdrive! If you get eliminated, or the elimination timer expires before you down another target, you’ll need to restart the process. Operators “attempting Overdrive” can look forward to the following enhanced abilities:
        • 1 Star: Awakened Senses: See enemies through walls and regain health after taking out a target.
        • 3 Stars: Physical Enhancements: Boosted movement and reloading speed.
        • 6 Stars: Augmented Handling: Enhanced hip-fire accuracy and improved sprint-to-fire and ADS speeds.
      • Acquire all three buffs to trigger Overdrive! This allows you to double your star earnings when eliminating enemies.
    • Search and Destroy
      • Fixed an issue where XP could not be granted if no damage was inflicted in the final round.
    • Kill Order
      • Rectified an issue where the HVT icon would follow a Dreadnought deployed by an active HVT.
    • Free For All
      • Fixed an issue where final standings were inaccurately calculated.
      • Resolved an issue where the Winner’s Circle did not consistently showcase the Top 3 players.
    • Kill Confirmed
      • Reduced the height of dog tags dropped in Kill Confirmed to enhance player visibility.
    • Control
      • The location of B zone has been shifted to the site of Hardpoint P2. After careful consideration, we determined this to offer a more competitive area for engagements involving both Attackers and Defenders.

    Equipment, Perks, Field Upgrades, and Wildcards

    • Fixed an issue where Lethal and Tactical Equipment inventory decreased when using Danger Close or Tactical Expert Wildcards and resupplying with the Scavenger Perk.
    • Reduced the additional Smoke Grenade provided to +1 from +2 with the Tactical Expert Wildcard. (Yes, we’re aware of the smoke too, and evaluations will persist.)
    • Rectified an issue where Field Upgrades could not be deployed in certain situations while utilizing the Prepper Wildcard.
    • Resolved an issue where the Gearhead Perk did not reduce the time needed to acquire Field Upgrades.
    • Minimized weapon sway when jumping, sliding, and diving with the Dexterity Perk.
    • Fixed an issue where the Ninja Perk could lose effectiveness between respawns and round transitions, leading to inconsistent footstep noise reduction.
    • Addressed an issue where the Ninja Perk was not being applied to enemy players while observing a teammate.
    • Headshots will no longer bypass Last Stand when using the Morphine Injector Field Upgrade.

    Scorestreaks

    • Resolved an issue where Care Packages could be captured by teammates at the same rate as the owner.
    • Addressed an issue where the SAM Turret could target enemy Scorestreaks that were exiting the airspace.
    • Fixed an issue where the SAM Turret’s targeting laser was not visible while tracking a target.

    Medals

    • Adjusted the “Dive Shot” Medal (Kill an enemy while or shortly after diving in any direction) to be more lenient, ensuring that Kills made just after diving will consistently reward the Medal.
    • Tweaked the “Snaked” Medal (2 rapid weapon kills against enemies in different directions while prone, on your back, or side) to be more forgiving and granted in a broader range of scenarios that align with the Medal’s intent.

    General

    • Improved Detailed Weapon Stats: Introduced new statistics and reorganized the layout to be more data-focused.
    • Fixed an issue in Theater mode where thrown projectiles were not visible.
    • Addressed an issue where vehicles could visually disappear for some players during gameplay.
    • The entry point for the Training Course has been relocated from the playlist selection to the top right navigation panel.

    Movement

    We are continuing to observe feedback about Omnimovement, alongside our own gameplay experiences. Currently, we are testing minor reductions in initial slide speed and duration to improve the predictability of encounters when opponents engage with a slide.

    Moreover, we are consistently assessing possibilities for smoother gameplay, whether related to movement mechanics or other elements like interrupting weapon raises during respawns, as highlighted above.

    • Decreased collision with teammates. This alteration should enhance maneuverability in tight areas such as doorframes when near teammates.

    RANKED PLAY

    Cross-Play

    The following updates are set to take effect with the launch of Season 02, offering console players the option to select which platform pool(s) they prefer to matchmake with:

    PlayStation – In-Game Options

    • Ranked:
      • On: Allows matchmaking across all gaming platforms while in Ranked playlists.
      • On (Consoles Only): Allows matchmaking solely with other consoles in Ranked playlists.
        • This may lead to longer matchmaking queue times.
      • Off: Limits Ranked matchmaking to your specific gaming platform.
        • This will lead to longer matchmaking wait times.

    Xbox – In-Game Options

    • Ranked:
      • On: Allows matchmaking with all gaming platforms while in Ranked playlists.
      • On (Consoles Only): Allows matchmaking exclusively with other consoles in Ranked playlists.
        • This may lead to longer matchmaking queue times.
      • Off: Restricts Ranked matchmaking to your current gaming platform.
        • This will lead to longer matchmaking wait times.

    Season 02 Weapon Evaluation

    At the beginning of Ranked Play Season 02, the newly introduced PPSh-41 SMG and Cypher 091 Assault Rifle will be unrestricted in Ranked Play for at least one week. This evaluation period allows players to try out the weapons in a competitive setting, provide feedback, and assist Treyarch and the CDL in determining whether they should remain unrestricted within CDL and Ranked Play.

    To keep abreast of the latest Ranked Play restrictions and settings, be sure to follow @Treyarch and@CODUpdates for the most recent minor update, and make sure to bookmark our Patch Notes sections.

    Season 02 Rotten Setback

    • Players who continue their journey in Ranked Play from Season 01 will notice that their accounts might have been reset as mentioned in previous notes.
      • At the beginning of each new Season, your Rank will revert to the position you held at the end of the prior season, as follows:
        • Bronze and Silver ranked players will not be affected by the Season reset and may retain their standing from Season 01 without any SR deduction.
        • Gold and Platinum ranked players will commence Season 02 at Tier I of Gold or Platinum, respectively.
        • Diamond ranked players and those above will start Season 02 at Diamond I.

    Demotion Protection

    • Demotion Protection will be active for each player’s first 3 Ranked Play losses in Season 02, and players can claim 1 free loss per day through Daily Loss Forgiveness similar to Season 01.

    Ranked Play Season 02 Rewards

    • Ranked Camos: Every Gold ranked player and higher has a unique special Camo to showcase their rank:
      • Gold, Platinum, Diamond, Red & Iridescent: Start in (or above) or attain the appropriate rank at any time during Season 02 to unlock.
      • Top 250: End Season 02 in the Top 250.
    • Ranked Calling Cards: Every Silver ranked player and above has a distinct Calling Card reward:
      • Silver, Gold, Platinum, Diamond, Red, Iridescent (Exclusive): Start in (or above) or achieve the appropriate rank at any point during Season 02 to unlock.
      • Top 250 (Exclusive): End Season 02 in the Top 250.
      • Top 250 Champion (Exclusive): A unique Calling Card awarded to the single player who finishes Season 02 in the #1 spot on the Top 250.
    • Pro Pain Jackal PDW Blueprint: Unlocked by winning 10 Ranked Play matches in Season 02
      • Muzzle: Compensator
      • Barrel: Long Barrel
      • Underbarrel: Ranger Foregrip
      • Rear Grip: Ergonomic Grip
      • Stock: Balanced Stock
    • 100 Season 02 Wins Decal: Unlocked by winning 100 Ranked Play matches in Season 02.

    Veto Vote

    • The Veto Vote before Ranked Play matches will now occasionally present a choice between the three Ranked Play modes (Hardpoint, Domination & Search and Destroy) on the same device.

    This new feature in the Ranked Play Veto Vote gives players the occasional choice regarding which Ranked Play mode they want to avoid in their next match, while ensuring that all the maps within the CDL device rotation receive playtime in Ranked. We are eager to see how players respond and vote when this Veto type occasionally appears before Ranked matches. Please share your feedback with us.

    SR Gain & Loss Adjustments

    • Players will notice that their individual match performance has a greater impact on their SR gained or lost after Ranked Play matches in Season 02, especially for lower ranks. This should help players early in their Ranked Play Rank journey to more consistently earn better SR rewards when they perform well, and reduce SR losses suffered after a good individual performance despite a loss. While this adjustment will influence all ranks, team performance and the winning margin remain the primary considerations for SR gains and losses in ranks Red and above.

    Recurring

    • Resolved an issue that caused all Reticles to appear unlocked in Ranked Play.

    ZOMBIES

    Maps

    • Citadelle des Morts
      • Resolved a server balance issue that could occur when Zombies continue to spawn when no players were present during an active Incantation Ritual.
      • Fixed a rare issue where players could be downed during the Main Quest outro.
      • Addressed a problem where The Guardian could become stuck between phases longer than intended.
      • Tackled an invulnerability exploit while using “Nowhere But There.”
      • Fixed an issue where the Mystic Orb could be placed again after opening the Secret Study.
      • Disabled the fast travel option when voting to the Final Encounter to prevent players from getting trapped.
      • Resolved an issue where loading a save after opening the castle doors would fix some environmental damage caused by the cannon.
      • Fixed additional locations in the Dungeon where the Lightning Rod dropped by the zombie carrying it might be unreachable.
      • Addressed an issue where the Welding Torch would clip into the nearby crate.
      • Fixed an issue where being hit by the Cannon could trigger the Dying Wish Augment for Quick Revive.
      • Resolved a problem where Vermin would continue to spawn each round if the player had gone down during Maya’s Revenge Quest.
      • Fixed an issue that prevented Maya’s Revenge Quest from concluding properly when a player uses the “Nowhere But There” GobbleGum to exit the event.
      • Addressed an issue where interacting with the Radio and then dying would prevent access to Maya’s Revenge Side Quest.
      • Krafft will no longer have a blood effect when punched with Melee Macchiato.
      • Resolved an issue causing the Kompact 92 wall buy interaction to be misaligned.
      • Fixed various visual issues when viewing through the Tavern windows.
      • Addressed visual issues encountered while on the Ramparts.
      • Improved lighting near Jugger-Nog to reduce tripping hazards.
      • Resolved an issue where players could become stuck trying to pass through the East entrance to the Town Square.
      • Fixed an issue where Zombies could climb through the railings to access the Tavern stairs.
      • Addressed an issue where joining in progress would not highlight the locks on the Pack-a-Punch crate.
      • Fixed an issue that caused Parasites to clip through the wall when exiting a spawn closet in the Hillside Ramparts.
    • Training Course
      • Resolved an issue where players could not purchase a weapon a second time at Station 5.
      • Armor will now reset when starting Station 5 to prevent players from being blocked from continuing if they had already bought tier 2 Armor.
    • Terminus
      • Fixed an issue where an Amalgam could become stuck in a spawn area during Exfil.
      • Resolved an issue where the Tactical Raft could get stuck on a pillar while piloting near the boss arena.
      • Addressed an issue that caused reticles on specific weapons to shift position after using the Oscillation Calibrator.
      • Add

Learn More

  Default
Leave a comment

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