Season 3 goes live in Black Ops 7 and Warzone on April 2, and the latest patch notes reveal all the major changes for Call of Duty’s various modes. These adjustments include weapon tuning across various modes, several improvements for Zombies, and a fix for the broken wingsuit controls in Warzone. Endgame also gets a major loadout change and new CR loss rules, as the mode goes free-to-play for a limited time in Season 3.
As far as the new content goes, Season 3 of Black Ops 7 and Warzone includes a brand-new battle pass, more maps, and additional game modes. Standard battle royale arrives to Warzone’s Avalon map, and Verdansk gets a new major POI added. The Season 3 battle pass introduces over a hundred new cosmetics and items to Call of Duty, including the new Javelin operator, two new guns, additional weapon blueprints, CoD Points, and more. All Season 3 weapons can be found here, including how to unlock them.
The Season 3 patch notes for both Black Ops 7 and Warzone can be found below, as shared by Activision.
Multiplayer weapon balancing

According to the patch notes, the developer wanted Season 3’s weapon tuning to focus on improving guns that aren’t frequently used. A buff arrives to boost the damage range on both the MPC-25 and the Carbon 57 submachine guns, allowing them to be more competitive with the other guns in their class. Additionally, the Carbon 57 also received small improvements to the gun’s aim-down-sight speed, sprint-to-fire speed, and more.
Season 2 Reloaded added the powerful Swordfish A1 marksman rifle, but the gun was overpowered in multiplayer, so the developer detailed a nerf to lower the gun’s damage range and slow down the aim-down-sight and sprint-to-fire speeds. It will also now require four bullets to kill instead of three.
Zombies Paradox Junction map fixes

The Season 3 update makes several fixes to last Season’s Paradox Junction Zombies map. This addresses an issue where players could previously become stuck in the environment after time-traveling, as well as a bug that caused the player to be in an unplayable space after traveling to a different time period.
The update addresses an issue that prevented players from being able to mantle fences and wood railings on the map. Additionally, general stability improvements are made as well as various smaller bug fixes for the map.
Zombies Paradox Junction quest step improvements

The update provides several fixes and improvements to the map’s hidden quest steps. This includes correcting an issue that previously prevented the Tortured Zombie from appearing in the fire tornado, as needed for the step to upgrade the Blundergat Wonder Weapon. It also now prevents the Tortured Zombie from being active if players are trying to Exfil.
Improvements are made to the frustrating piano step. Players will not be attacked by zombies while the piano is playing music during the main quest, and they are no longer required to progress a round if they back out from the piano during the step.
Previously, various quest items could go missing after loading a saved game. The update addresses this issue for the chalk drawings, sapling, and Lost Key items that could disappear after reloading the game.
Endgame loadout changes

Loadouts will now be assigned to each Endgame operator, including weapons, field acquisitions, and equipment. This change allows players more customization options, as they can now find and equip a unique exotic weapon for every operator and craft builds that are unique for each soldier.
Players may optionally reset an operator’s combat rating back to zero if they want to start fresh with a new operator build. This will not affect the operator’s loadout, as weapons, equipment, and rarity are preserved. However, resetting the combat rating will discard Exotic and Nightmare level skills.
Endgame Updated CR Loss Rules

Previously, a death in Endgame meant a huge loss to an operator’s combat rating. The developer is now lowering the peanlty for death in Endgame. If a player or squad is wiped, the total combat rating lost from earned skills and power upgrades is now capped at 15 CR. This means players can lose no more than 15 CR of progression per wipe.
It’s worth noting that the Nightmare and Exotic skills are still fully lost in death, and the player’s loadout is still reset.
Warzone’s Avalon get map changes

As previously announced, the battle royale version of Avalon has a few changes to the landscape. More water is drained from the map, creating more sandbar crossings on the coastal areas and adding additional landmasses to discover. There are also new ziplines and boats added to improve traversal options across coastal areas of the map. The map changes for Avalon can be seen in the image above.
Warzone Ranked Play restrictions

New restrictions are added to Warzone’s Ranked Play Resurgence, as the mode adjusts to the ruleset used by the pro players.
The following items have been restricted for Season 3:
- Akimbo Attachment
- Nembus Sticky Launcher
- Vulture Underbarrel Attachment
- Explosive Crossbow Attachment
- Bunker Buster Killstreak
- Deadeye Drone Killstreak
- Flashpoint Public Event
- Classified Weapon Public Event
Warzone new movement mechanics and wingsuit fixes

The advanced movement of Black Ops Royale’s grappling hook and wall jump are available in standard battle royale and Resurgence modes for Season 3. However, the wall jump will remain disabled in the Gulag.
The update also addresses players’ complaints about control issues with the wingsuit when playing on keyboard and mouse. The developer says the wingsuit controls are updated to better match controller behavior. Additionally, a forward input now allows for smoother lift and sustained glide rather than immediate velocity loss, which the developer says should allow for more consistent traversal.
Black Ops Royale weapon adjustments

A few weapons have been added or removed to the loot pool for Black Ops Royale, including the following:
- The Swordfish A1 has been added with Scout and Widow builds
- The MXR-17 has been replaced with the Voyak KT-3 featuring Covert and Recon builds
- The M15 MOD 0 has been replaced with the MK35 ISR with Covert and Recon builds
- The Kogot-7 has been replaced with the VST with Burner and Stalker builds
Previously, the Mantis archetype for the submachine gun class was not a popular pick in Black Ops Royale, as weapon upgrade kits added a large 2x scope to the SMGs. The Mantis build will now have a more appropriate optic for close-range fights with the addition of the FANG HoverPoint ELO attachment.
Battle royale and Resurgence weapon tuning

There was a small amount of weapon balancing for Warzone’s standard battle royale and Resurgence modes.
For assault rifles, the DS20 Mirage and the MRX-17 both received considerable increases to damage range to give players more variety when choosing guns for long-range combat. Additionally, the recently more popular Voyak KT-3 assault rifle is nerfed with a decrease to damage range and bullet velocity. It also has an 8% increase in horizontal recoil.
The update also makes improvements to handling and mobility across the entire Black Ops 7 LMG class. The developer says this change is designed to “help them better compete with other weapon classes and feel less like a slow, restrictive choice.”
These LMG adjustments include improved sprinting and reload speeds. The firing while ADS movement-speed penalty is also reduced.

Season 3 goes live in Black Ops 7 and Warzone on April 2, and the latest patch notes reveal all the major changes for Call of Duty’s various modes. These adjustments include weapon tuning across various modes, several improvements for Zombies, and a fix for the broken wingsuit controls in Warzone. Endgame also gets a major loadout change and new CR loss rules, as the mode goes free-to-play for a limited time in Season 3.
As far as the new content goes, Season 3 of Black Ops 7 and Warzone includes a brand-new battle pass, more maps, and additional game modes. Standard battle royale arrives to Warzone’s Avalon map, and Verdansk gets a new major POI added. The Season 3 battle pass introduces over a hundred new cosmetics and items to Call of Duty, including the new Javelin operator, two new guns, additional weapon blueprints, CoD Points, and more. All Season 3 weapons can be found here, including how to unlock them.
The Season 3 patch notes for both Black Ops 7 and Warzone can be found below, as shared by Activision.
Multiplayer weapon balancing

According to the patch notes, the developer wanted Season 3’s weapon tuning to focus on improving guns that aren’t frequently used. A buff arrives to boost the damage range on both the MPC-25 and the Carbon 57 submachine guns, allowing them to be more competitive with the other guns in their class. Additionally, the Carbon 57 also received small improvements to the gun’s aim-down-sight speed, sprint-to-fire speed, and more.
Season 2 Reloaded added the powerful Swordfish A1 marksman rifle, but the gun was overpowered in multiplayer, so the developer detailed a nerf to lower the gun’s damage range and slow down the aim-down-sight and sprint-to-fire speeds. It will also now require four bullets to kill instead of three.
Zombies Paradox Junction map fixes

The Season 3 update makes several fixes to last Season’s Paradox Junction Zombies map. This addresses an issue where players could previously become stuck in the environment after time-traveling, as well as a bug that caused the player to be in an unplayable space after traveling to a different time period.
The update addresses an issue that prevented players from being able to mantle fences and wood railings on the map. Additionally, general stability improvements are made as well as various smaller bug fixes for the map.
Zombies Paradox Junction quest step improvements

The update provides several fixes and improvements to the map’s hidden quest steps. This includes correcting an issue that previously prevented the Tortured Zombie from appearing in the fire tornado, as needed for the step to upgrade the Blundergat Wonder Weapon. It also now prevents the Tortured Zombie from being active if players are trying to Exfil.
Improvements are made to the frustrating piano step. Players will not be attacked by zombies while the piano is playing music during the main quest, and they are no longer required to progress a round if they back out from the piano during the step.
Previously, various quest items could go missing after loading a saved game. The update addresses this issue for the chalk drawings, sapling, and Lost Key items that could disappear after reloading the game.
Endgame loadout changes

Loadouts will now be assigned to each Endgame operator, including weapons, field acquisitions, and equipment. This change allows players more customization options, as they can now find and equip a unique exotic weapon for every operator and craft builds that are unique for each soldier.
Players may optionally reset an operator’s combat rating back to zero if they want to start fresh with a new operator build. This will not affect the operator’s loadout, as weapons, equipment, and rarity are preserved. However, resetting the combat rating will discard Exotic and Nightmare level skills.
Endgame Updated CR Loss Rules

Previously, a death in Endgame meant a huge loss to an operator’s combat rating. The developer is now lowering the peanlty for death in Endgame. If a player or squad is wiped, the total combat rating lost from earned skills and power upgrades is now capped at 15 CR. This means players can lose no more than 15 CR of progression per wipe.
It’s worth noting that the Nightmare and Exotic skills are still fully lost in death, and the player’s loadout is still reset.
Warzone’s Avalon get map changes

As previously announced, the battle royale version of Avalon has a few changes to the landscape. More water is drained from the map, creating more sandbar crossings on the coastal areas and adding additional landmasses to discover. There are also new ziplines and boats added to improve traversal options across coastal areas of the map. The map changes for Avalon can be seen in the image above.
Warzone Ranked Play restrictions

New restrictions are added to Warzone’s Ranked Play Resurgence, as the mode adjusts to the ruleset used by the pro players.
The following items have been restricted for Season 3:
- Akimbo Attachment
- Nembus Sticky Launcher
- Vulture Underbarrel Attachment
- Explosive Crossbow Attachment
- Bunker Buster Killstreak
- Deadeye Drone Killstreak
- Flashpoint Public Event
- Classified Weapon Public Event
Warzone new movement mechanics and wingsuit fixes

The advanced movement of Black Ops Royale’s grappling hook and wall jump are available in standard battle royale and Resurgence modes for Season 3. However, the wall jump will remain disabled in the Gulag.
The update also addresses players’ complaints about control issues with the wingsuit when playing on keyboard and mouse. The developer says the wingsuit controls are updated to better match controller behavior. Additionally, a forward input now allows for smoother lift and sustained glide rather than immediate velocity loss, which the developer says should allow for more consistent traversal.
Black Ops Royale weapon adjustments

A few weapons have been added or removed to the loot pool for Black Ops Royale, including the following:
- The Swordfish A1 has been added with Scout and Widow builds
- The MXR-17 has been replaced with the Voyak KT-3 featuring Covert and Recon builds
- The M15 MOD 0 has been replaced with the MK35 ISR with Covert and Recon builds
- The Kogot-7 has been replaced with the VST with Burner and Stalker builds
Previously, the Mantis archetype for the submachine gun class was not a popular pick in Black Ops Royale, as weapon upgrade kits added a large 2x scope to the SMGs. The Mantis build will now have a more appropriate optic for close-range fights with the addition of the FANG HoverPoint ELO attachment.
Battle royale and Resurgence weapon tuning

There was a small amount of weapon balancing for Warzone’s standard battle royale and Resurgence modes.
For assault rifles, the DS20 Mirage and the MRX-17 both received considerable increases to damage range to give players more variety when choosing guns for long-range combat. Additionally, the recently more popular Voyak KT-3 assault rifle is nerfed with a decrease to damage range and bullet velocity. It also has an 8% increase in horizontal recoil.
The update also makes improvements to handling and mobility across the entire Black Ops 7 LMG class. The developer says this change is designed to “help them better compete with other weapon classes and feel less like a slow, restrictive choice.”
These LMG adjustments include improved sprinting and reload speeds. The firing while ADS movement-speed penalty is also reduced.
Season 3 patch notes

GLOBAL
UI
- File Management UI
- Streamlined the layout of the “Manage Files” screen on console to display a single tab per game, listing all content in one place for easier navigation and a clearer overview of installed packages.
Motion Sickness Reduction Preset
- Renamed the “Motion Reduction Preset” to better reflect its purpose.
- Updated the preset to include the Dot Grid overlay (Standard, 60% opacity, Regular), a setting shown to help reduce motion sickness symptoms for some players.
- Additional related settings can be adjusted for further customization.
MULTIPLAYER
Maps
- Sake
- Addressed some collision issues.
- Addressed certain instances of graphical corruption.
- Den
- Addressed some collision issues.
Modes
- Overload
- Round time will now pause when either team has possession of the Overload device.
- Time To Beat overtime rules enabled by default.
- If the second round ends in a draw, the round will now end and enter Overtime rounds instead of Sudden Death.
- The first team to deliver the Overload device and score in the first Overtime round will set the time to beat and the round will end.
- In the second Overtime round, the other team must be the first to score within the time set in the first round to win.
- If the team that scored in the first Overtime round scores again in the second Overtime round, that team wins and the match will end.
- Safeguard
- If the robot is successfully escorted to the goal in the first round, the time limit in the second round will be adjusted to the time to beat.
- Increased round time limit to 5 minutes.
General Playlist Updates
- Season 03 Moshpit (NEW)
- Moshpit of 6v6 respawn modes on Beacon, Plaza, and Gridlock, as well as Face Off modes on Abyss.
Weapons
Weapon Tuning
Season 03 brings significant weapon changes, with the goal of boosting some of the weapons that have seen lower usage since launch. Some common buffs you’ll see are the addition of more Upper Torso multipliers for slower firing weapons and rebalancing of Rapid Fire on many burst weapons. A handful of improvements target recent post-launch attachments as well.
On the flip side, the Swordfish A1 is being knocked down a peg. The M15 MOD 0, Dravec 45, and Kogot-7 are also among the weapons receiving adjustments to make room for new meta contenders.
Assault Rifle Adjustments
M15 MOD 0
The M15 MOD 0 is receiving recoil changes that will be felt at mid- and longer ranges. This will still be a well-rounded rifle, but now some builds may want an additional attachment to help with recoil.
M15 MOD 0 Adjustments
- Increased View Kick strength and deviation.
- Increased Gun Kick strength and deviation.
AK-27
The AK-27 was very strong early on in Black Ops 7, but after some time and adjustments, it’s fallen off more than we’d like. It still has a solid TTK, so we’re easing back some range and handling to start. The Battle Scar Conversion also receives new hit location multipliers for some more upside to its slower fire rate.
AK-27 Adjustments
- Aim Down Sight Time improved from 270ms to 260ms.
Battle Scar Conversion Adjustments
- Now has 1.03x Neck and Upper Torso multipliers.
MXR-17
The MXR-17 is a risk-reward weapon that heavily depends on headshots to be competitive. We are adding multipliers to the Neck and Upper Torso that will help players hit that faster TTK.
Separately, the ANVL Conversion is getting an all-around boost to its firing mechanics that make it much more forgiving to manage.
MXR-17 Adjustments
- Now has a 1.1x Neck and Upper Torso multiplier. (Does not apply to ANVL Conversion)
ANVL Conversion Adjustments
- Final (slowest) Fire Rate improved from 333RPM to 400RPM.
- The number of bullets it takes to reach final Fire Rate increased from 18 to 25.
- Time it takes for Fire Rate to fully reset to its starting value improved from 370ms to 240ms.
X9 Maverick
As we mentioned at the top, many burst weapons are receiving adjustments to their Rapid Fire attachments. In the case of the X9 Maverick, the attachment will now reduce the time between bursts in addition to the fire rate within the burst. This makes the attachment very good for players who want a more forgiving experience at close and mid ranges. We are offsetting this with some more range, velocity, and light recoil penalties. Stretching the effectiveness of this Rapid Fire to long ranges will require attachment investment.
X9 Maverick Attachment Adjustments
- Bolt Carrier Group (Rapid Fire)
- Now also improves Burst Fire Delay by 6%.
- Damage Range reduction increased from 10% to 20%.
- Muzzle Velocity reduction increased from 10% to 20%.
- Recoil penalties increased.
DS20 Mirage
DS20 Mirage Adjustments
- Aim Down Sight Time improved from 280ms to 270ms.
Peacekeeper Mk1
The Peacekeeper MK1 has an aggressive damage and handling profile that is kept in check by its high recoil. Significantly less side-to-side bounce will have this weapon feeling more consistent and firmly like an Assault Rifle.
- Peacekeeper MK1 Adjustments
- Horizontal Recoil reduced.
SUBMACHINE GUNS
There are a handful of Submachine Guns that have never quite broken into the top end of weapons throughout the early seasons of Black Ops 7. We are giving these a heavier-handed push in Season 03. Changes are mostly to damage ranges and recoil, as well as handling and even damage.
Carbon 57
The Carbon 57 is doing better after its last rework, but we still want to push it further up the ranks. It’s seeing an improved headshot potential in its Max Damage Range, as well as handling improvements.
Carbon 57 Adjustments
- Aim Down Sight Time improved from 245ms to 240ms.
- Sprint to Fire Time improved from 180ms to 170ms.
- Tactical Sprint to Fire Time improved from 300ms to 290ms.
- Slide to Fire Time improved from 380ms to 370ms.
- Dive to Fire Time improved from 460ms to 450ms.
MPC-25
The handling and TTK on the MPC-25 are both excellent, so we don’t want to go overboard on improvements here. For now we just have small range and recoil improvements to match the trajectory of the other SMGs.
SHOTGUNS
We’re generally good with the close-range performance of shotguns as they stand in Black Ops 7. As usual, this performance is mostly map dependent. We have some range adjustments for most of the shotguns that are meant to just give a small lift to the far ranges where TTK is slower. We also have a couple of targeted attachment updates.
SG-12
We are reducing the power of the Prestige Attachment on the SG12, as the combination of fantastic handling, spread, and DPS was still too strong after the previous round of nerfs to the base weapon.
MFS Pulse Fire Taclight (Prestige Attachment) Adjustment
- Decreased Fire Rate.
- Now has slightly more Tactical Stance Spread.
Echo 12
Besides the aforementioned range changes, we are making improvements to the new Backlash Launcher kit on the Echo 12 that will help players time and hit their high damage shots. It’s worth noting that we purposefully don’t want this type of conversion to be super powerful, as that would lead to very frustrating lobbies. This one is just meant to offer a unique play experience, but ideally one that can be somewhat effective.
Backlash Launcher Adjusmtments
- Reduced detonation delay after bounce from 200ms to 150ms.
- Explosion inner radius increased from 40 to 55.
- Explosion middle radius increased from 80 to 95.
LMG Adjustments
Sokol 545
As with many other slower-firing weapons, adding a Torso Multiplier to the Sokol 545 lets us nudge up the power level without fully stepping the weapon up into a new TTK bracket. We are keeping this to the default fire mode which has that lower rate of fire.
Sokol 545 Adjustments
- Default fire mode now has a 1.1x Torso Multiplier (does not apply to faster alt fire or MFS 48-Dread Burst Mod Prestige Attachment).
- Firing ADS Movement Speed penalty reduced from 20% to 17.5%.
MK.78
MK.78 Adjustments
- Firing ADS Movement Speed penalty reduced from 30% to 25%.
MARKSMAN RIFLES
SWORDFISH A1
The Swordfish A1 has been greatly overperforming throughout the last couple of weeks. It’s a good illustration of the design challenge with burst weapons, which live and die by the consistency of their one-burst kill. The Swordfish A1 is meant to be consistent by design, but slower and more methodical than its immediate counterpart, the M8A1. Currently the one-burst potential is far outweighing the tradeoff, so we’re reworking the damage and hit location multipliers. It will now require 4 bullets to kill, but that can be improved by landing Upper Torso shots or higher. Paired with some handling and attachment nerfs, this change lets us keep the recoil and burst fire delay as they are.
Swordfish A1 Adjustments
- Headshot multiplier improved from 1.1x to 1.3x.
- Now has 1.2x Neck and Upper Torso multipliers.
- Aim Down Sight Time increased from 330ms to 340ms.
- Sprint To Fire Time increased from 230ms to 240ms.
- Tactical Sprint to Fire Time increased from 360ms to 370ms.
- Slide to Fire Time increased from 430ms to 440ms.
- Dive to Fire Time increased from 510ms to 520ms.
Swordfish A1 Attachment Adjustments
- MFS Penta Burst Mod (Prestige Attachment)
- Vertical and Horizontal Recoil penalties increased from 30% to 35%.
- Modus-R Underbarrel (Mobile Recoil Foregrip)
- Slightly reduced Sprinting Movement Speed improvement.
- Adept Skiff Stock (Mobility Stock)
- Reduced Movement Speed improvement by 0.1m/s.
- Reduced Crouch Movement Speed improvement by 0.2m/s.
- Slightly reduced Sprinting Movement Speed improvement.
- Bosun Light Stock (ADS Movement Stock)
- Reduced ADS Movement Speed improvement by 0.1m/s.
- Q-Stubb Stock (Mobile Flinch Stock)
- Reduced ADS Movement Speed improvement by 0.1m/s.
- Bolt Carrier Group (Rapid Fire)
- Damage Range penalty increased from 8% to 20%.
- Muzzle Velocity penalty increased from 8% to 20%.
- Vertical and Horizontal Recoil penalties increased from 20% to 30%.
M8A1
Rapid Fire on M8A1 receives a similar change to the X9 Maverick, making it more effective at improving TTK but with greater tradeoffs at range.
M8A1 Attachment Adjustments
- Bolt Carrier Group (Rapid Fire)
- Now also improves Burst Fire Delay by 6%.
- Damage Range penalty increased from 10% to 20%.
- Muzzle Velocity penalty increased from 10% to 20%.
M34 Novaline
The M34 Novaline has the opposite problem to the Swordfish, in that it needs more consistency in its one-burst potential to make up for the longer burst delay and slower handling. We’re adjusting the Fire Rate within the burst on both the base weapon and the Rapid Fire attachment to help here.
M34 Novaline Adjustments
- Fire Rate within the burst improved from 600RPM to 750RPM.
M34 Novaline Attachment Adjustments
- Bolt Carrier Group (Rapid Fire)
- Fire Rate improvement within the burst increased from 10% to 20%.
- Damage Range penalty increased from 10% to 25%.
- Muzzle Velocity penalty increased from 10% to 30%.
LAUNCHERS
A.R.C. M1
The A.R.C. M1 Assault Frame is receiving a couple of adjustments to help its overall feel.
Assault Frame Attachment Adjustment
- ADS Movement Speed improvement increased by 0.5m/s.
- Charge Time reduced from 0.5s to 0.45s.
Field Upgrades
- Black Hat
- Addressed an issue where Tacticals would be unusable if the player used a manually-controlled Needle Drone while using the Black Hat.
- Morphine Injector
- Addressed an issue where falling into water while in a Last Stand state would cause players to pull out an unusable knife.
Scorestreaks
- Rhino
- Addressed an issue where the Rhino would be destroyed upon landing if it landed on a Care Package.
UI
- “Time To Beat” is now reflected in Safeguard UI after the first round.
ZOMBIES
Maps
- Paradox Junction
- Gameplay
- Addressed multiple issues that caused players to become stuck in the environment after time-traveling.
- Addressed an issue that caused the player to be in an unplayable space after traveling to a different time period.
- Addressed an issue that prevented pings from clearing when traveling between time periods.
- Addressed an issue that prevented interaction with the Temporal Conduit and Der Wunderfizz after players in the match have Exfiled.
- Addressed an issue that caused the player to die from a grenade if they started cooking the grenade and ended up in a locked area after time traveling.
- Addressed an issue that prevented players from being able to mantle fences and wood railings.
- Closed an exploit that prevented zombies from attacking the player if they interact with the ARC-XD remote and mantle the area it is leaning on in Trinity Ave.
- Addressed an issue that caused the player’s weapon to appear during the jump scare.
- Quests
- Addressed an issue that caused the mannequin to be interactable from the floor above in the Yellow House.
- Addressed an issue that caused a voice line from the Wonder Weapon Quest by the Twins to play when reloading a save.
- Addressed an issue that caused the flask to no longer be filled after reloading a save.
- Addressed an issue that caused the wrong text to show in the Tac Map when pinging the Wonder Weapon Bench.
- Addressed a rare issue that prevented the Tortured Zombie from appearing in the fire tornado.
- Addressed an issue that caused the Tortured Zombie to be active during Exfil.
- Addressed an issue that caused the blue light from the charged Wonder Weapon Workbench to leak through the roof of the vehicle.
- Addressed an issue that caused players to swap to their Melee weapon after placing the Blundergat in the Wonder Weapon Workbench.
- Addressed an issue that caused a delay in the garage door being destroyed by the ARC-XD during the Main Quest.
- Addressed an issue that caused shadows to flicker on the vehicle with the Wonder Weapon Workbench after completing most of the games during the Main Quest.
- Addressed an issue that prevented the sapling for the Main Quest to appear after loading a save.
- Players are no longer required to progress a round after the Twins Swing Set vignette to use the Temporal Conduit.
- Players will now have a small amount of time before zombies start attacking them after picking up the Chalk item during the Main Quest.
- Players will not be attacked by zombies while the piano is playing music during the Main Quest.
- Players are no longer required to progress a round if they back out from the piano during the Main Quest.
- Addressed an issue that allowed players to stand on top of the Toy Box in its closed state during the Main Quest.
- Addressed an issue that caused players to be in first person view during the Hopscotch game when exiting Disciple Injection on the game start orb.
- Addressed an issue that allowed T.E.D.D. Tasks to be started while playing the Hopscotch game during the Main Quest.
- Addressed an issue that caused the chalk drawings from the Main Quest for the games to no longer appear on the ground after reloading a save.
- Addressed an issue that caused the materials for the unique Loot Cyst to revert back to its initial location after loading a save.
- Decreased the health value for the High Value Targets that spawn from feeding the unique Loot Cyst.
- Addressed an issue that caused the Lost Key to respawn on the ground and not be in the player’s inventory after loading a save.
- Addressed an issue that caused the Lost Key to have the wrong image in the loot card.
- Addressed an issue that caused invisible collision, visual, and sound effects from an Easter Egg mannequin to appear after several rounds after using the Temporal Conduit.
- Addressed an issue that caused voice lines to repeat for every bullet pellet impacting the mannequin in Past Nuketown.
- Addressed an issue that prevented the NX Ravager from being able to destroy the mannequin to obtain rewards.
- Addressed an issue that prevented golf balls from moving when shot by the Ballistic Knife.
- Boss Fight
- Addressed an issue that caused mounting points to still appear on the bus despite it no longer being present during the Boss Fight.
- Addressed an issue that caused the collision from the Temporal Conduit to be present during the Boss Fight.
- Addressed an issue that caused certain Easter Eggs to no longer be completable when players continue to play on the map after the Boss Fight.
- Addressed an issue that caused the Temporal Conduit to not be available until a Special Round if the player continues to play on the map after the Boss Fight.
- Addressed an issue that caused the Mystery Box to no longer be visible (but active) after completing the Boss Fight and continuing to play on the map.
- Addressed an issue that prevented the icon for Exfil from appearing after completing the Boss Fight and continuing to play on the map.
- Pack-a-Punch
- Addressed an issue that caused the Pack-a-Punch Quest objectives to stay active while Exfil is active.
- Addressed an issue that caused the Pack-a-Punch ping from the Tac-Map to appear under the map before completing the Pack-a-Punch Quest.
- Addressed a rare issue that caused zombies to fall out of the playspace when coming out of the Space-Time Knots during the Pack-a-Punch Quest.
- Addressed an issue that caused the text for the Sundergat to read “Blundergat” when upgrading the weapon at the Pack-a-Punch Machine.
- Wonder Weapon
- Addressed an issue that prevented the shells of the Blundergat from appearing when reloading after using a Field Upgrade.
- Loot Cysts
- Kills from the wisp for Wisp Tea Perk-a-Cola will now feed souls to the Loot Cysts.
- Kills from headless Zombies from headshot kills will now feed souls to the Loot Cysts.
- Audio
- Lowered the sound effect volume for the damage phase transition during the Dark Heart Boss Fight in Paradox Junction.
- Adjusted the music during round transitions in Paradox Junction.
- Adjusted the game start stinger so it doesn’t sound like the game fail stinger during the Main Quest.
- Accessibility
- Added rumble feedback to supplement Wonder Weapon Part audio hints.
- Added controller rumble when interacting with the Temporal Conduit.
- General
- Addressed numerous minor visual issues.
- Addressed multiple collision issues.
- Gameplay
- Astra Malorum
- Addressed an issue that caused the visual effects of the LGM-1 to stick on the player’s other weapon when swapping.
- Addressed an issue that caused a player doing the Nikolai Side Quest to be permanently slowed when traveling to Mars for the first time during the Main Quest.
- Addressed an issue that prevented the Mega Death Machine from being consumed after using all of its ammo.
- Addressed multiple collision issues.
- Ashes of the Damned
- Improved visibility of the symbols for the Wonder Weapon Quest on previous-gen platforms.
- Addressed an issue that allowed placing an ARC-XD under a car in Exit 115 to create a safe spot for the item.
- Addressed an issue with Disciple Injection removing the effects from holding the Skeleton Keys during the Seal of Sorrow step during the Main Quest.
- Addressed an issue that prevented the notification for picking up T.E.D.D.’s Head from appearing.
- Addressed an issue with the Main Quest zombies no longer being stunned by the lightning if Klaus knocks them down.
- Addressed an issue that allowed players to start Exfil and the Serum Trial step at the same time.
- Addressed an issue that caused the Mystery Box to clip into the environment when switching locations.
- Addressed an issue that prevented players from dropping Tactical Equipment from a T.E.D.D. Tasks reward chest if they were holding the Remote Control for Klaus.
Modes
- Cursed
- Addressed an issue with the Seed Relic Trial giving players the Lockshot Support Item.
- Addressed an issue with Golden Armor not restoring after the player respawns from dying in the Zursa Attack Easter Egg.
- Addressed a rare issue with the Samantha’s Drawing Relic unintentionally swapping out a Wonder Weapon if two are being held by the player.
- Addressed an issue with the Samantha’s Drawing Relic and Ol’ Reliable Augment from Mule Kick allowing players to hold more than 3 weapons.
- Addressed an issue that caused the Lightning Rod to be stuck in the air instead of being removed during the Gong Relic Trial.
- Survival
- Addressed an issue that caused the player to be attacked and killed by zombies after completing the Exfil in Exit 115.
- Dead Ops Arcade 4
- Features
- Slayer Mart
- Added a new Fate upgrade for Fortune: Glitter Bomb. When a player uses a Nuke or Boost from their inventory, a random gem will spawn at the player’s location.
- Slayer Mart
- Bug Fixes
- Addressed an animation issue when holding the Ray Gun.
- Addressed an issue where players could be killed when picking up the first-person card during the Papa cutscene.
- Addressed an issue where the score could obscure the player’s name when using the largest text size setting.
- Addressed an issue where gems could be easily knocked out of map boundaries.
- Addressed an issue where some players were unable to enter Dead Ops Arcade mode.
- Addressed an issue where the egg could be destroyed by players.
- Addressed an issue where Treasure Chests in Hardcore mode were not spawning extra gold bars as intended.
- Addressed an issue where combining Fury Output and Dead Operator resulted in Firepower dealing 248 damage instead of the intended 260 damage.
- Addressed an issue where the 5-minute Jet Gun did not expire after player death.
- Updated the cooldown of Fate of the Divine Chalice from 30 seconds to 40 seconds.
- Addressed an issue where enemies affected by the Coat of Arms item remained coated for approximately 60 seconds instead of the intended 20 seconds.
- Addressed an issue where the aura would disappear when jumping to the exit door while using Mutant Transformation.
- Addressed an issue where the game would not save and quit when a timeout occurred from the pause menu in Solo matches.
- Addressed an issue where the three Nukes at the waterfall would respawn when loading a saved game.
- Addressed an issue where Hellhound fire damage was only applied to the player who killed the Hellhound.
- Addressed an issue where downed players could block enemies, causing them to become stuck in doorways.
- Addressed multiple script errors to improve overall game stability.
- UI
- Improved player HUD visibility in Co-op.
- Features
Weapons
- A.R.C. M1
- Clip size increased to 36.
- Number of shots increased before overheating.
- Addressed an issue that prevented the A.R.C. M1 from being able to fire from the hip after the weapon has been upgraded to Tier IV at the Pack-a-Punch machine.
- Ammo Cache
- Disabled the ability to interact with the Ammo Cache when the player’s weapon has full ammunition.
Perk-a-Colas
- Mule Kick
- Addressed an issue that caused the Free Throw Augment to not work with Stim Shot and C4.
- Elemental Pop
- Addressed an issue that removed the Ammo Mod from the Jager 45 after the other weapon triggered Elemental Pop.
- Death Perception
- Addressed an issue that caused the range to be increased with High Contrast Mode enabled.
- PhD Flopper
- Addressed an issue with PhD Slider visual effects floating in the air while combat rolling.
Field Upgrades
- Energy Mine
- Addressed an issue that caused Energy Mine kills to progress any critical kills challenges.
- Aether Shroud
- Addressed an issue that caused the clone from the Afterimage Augment to block Ray Gun projectiles.
- Addressed an issue that would sometimes prevent players from using the Burst Dash Augment when standing in a corner.
- Mister Peeks
- Addressed a rare issue with Mister Peeks taking a Power-Up with him while attacking zombies.
Support
- Increased the Sentry Turret lifespan from 120 to 150 seconds.
- Addressed an issue that caused the Hand Cannon to have 3 bullets in its reserve only in Directed Mode. Now, all 10 bullets should be in the magazine.
- Addressed an issue that caused HKDs Score Events to appear as “Vehicle Kill.”
Enemies
- Rad-Hound
- Death Explosions from Rad-Hounds no longer cause knockdown on Armored Zombies.
- Addressed a rare issue that caused the Rad-Hound to walk to the player instead of running.
- Addressed a camera issue that could occur while petting a Rad-Hound.
- Shock Mimic
- Addressed an issue that prevented the Shock Mimic from targeting the nearest player.
- Addressed an issue that caused the Shock Mimic to be stuck in a stun animation when being hit by the Electric Trap.
- O.S.C.A.R
- Addressed an issue that caused O.S.C.A.R. to stay permanently hostile if damaged by Urticant and Ankle Shredder Augments for Toxic Growth.
- Uber Klaus and Klaus Core
- Reduced the amount of health on the Tesla Coil.
- Reduction to Shield Damage Mitigation.
Challenges
- Removed Prop Hunt Medal from the Medal Collection in the Stats menu since it cannot be earned.
- Addressed an issue that caused the Hypergolic Medal to not be earned when Augments were equipped with Shatter Blast Field Upgrade.
- Adjusted the text in “The Bomba” Calling Card to include the map name, Paradox Junction.
- Addressed an issue with Elite kills not counting toward the “Mysticism” Calling Card.
UI
- Updated the loot item icon for all Wonder Weapons to be colored.
- Addressed an issue that caused the text to read as “Weapon” instead of “Weapon Blueprint” for the Paradox Junction Quest Rewards.
- Addressed an issue that caused the Toggle Enable PAP Camo Setting to no longer work after reloading a save.
Audio
- Addressed an issue with various voiceover lines not playing.
- Addressed an issue that could cause Female Operators to have a Male voice during death scenes.
Stability
- Addressed various stability issues.
ENDGAME
Loadout Updates
- Loadouts will be assigned to each Operator. Each Operator will have their own weapons and field acquisitions and equipment. This change provides more customization options, as players can now find and equip a unique Exotic Weapon for every Operator and craft builds that are unique for each fighter.
- Reset Combat Rating: Players may optionally reset an Operator’s Combat Rating to 0 if they want to start fresh with a new Operator Build. This will not affect the Operator’s Loadout, as Weapons, Equipment, and rarity are preserved. Note that resetting the Combat Rating will also discard Exotic and Nightmare skills.
- Reset Skill Track: Once you’ve fully progressed an Operator’s Combat Rating by unlocking all Power Upgrades and Skills, you may choose to reset one of your Skill Tracks. Resetting a Skill Track removes all associated Skills and reduces the Operator’s Combat Rating by 16 to reflect the lost power.
- Restore Tokens: With a Restore token in your inventory you can choose to activate the consumable item to restore all lost progress, including your Operator’s Skills and current loadout. Earn this through Operation Poison Pill, though there might be other opportunities to acquire this during the Season.
Updated Loss Rules
- If a player or squad is wiped, the total Combat Rating lost from earned Skills and Power Upgrades is capped at 15 CR. This means players can lose no more than 15 CR of progression per wipe. Nightmare Skills and Exotic Skills are still fully lost, and the player’s Loadout is reset. Because these Skills contribute to total Combat Rating, their removal will also reduce CR accordingly.
Exotic Weapons
- Two new Exotic Weapons added:
- Collateral: Full-auto assault rifle enhanced with ricochet rounds for widespread lethality. Affinity for Incendiary Rounds.
- Continuum: Bolt-action sniper rifle modified for aggression and potency. Affinity for Graviton Rounds.
Bugs and Stability
- Addressed an issue where certain Camos were not being applied to weapons in Endgame.
- Addressed an issue where the Wraith Wing VTOL could be destroyed easily near the edge of the map.
- Addressed an issue where some enemies could enter the Ballistic Shell.
- Addressed an issue where ladders underwater could sometimes send players out of bounds.
- Various stability and performance fixes.
CALL OF DUTY: WARZONE
MAPS
New
- Battle Royale Map Rotation (In-Season)
- Big Map rotation will be introduced during Season 03, featuring both Avalon and Verdansk.
- Maps will rotate on a 10-minute timer, similar to the existing Resurgence map rotation playlist.
» Avalon «
- Gulag (In-Season)
- New Gulag features and layouts have been introduced to deliver a refreshed respawn experience with improved readability.
- Automatic doors now open based on player proximity and weapon damage.
- Select openings now feature non-breakable security glass to improve tactical visibility.
- Includes the following 3 variants:
- Server
- A lane-centric layout set within a high-security GUILD server room.
- Cryo
- An asymmetrical layout featuring mirrored side lanes flanking a central Cryo workspace.
- Meeting
- A cat-and-mouse arena centered around a modern meeting room.
- Server
» Verdansk «
- Launch Pad Point-of-Interest
- The Launch Pad serves as the origin point for missile-based events that can target locations across the map. Located just south of Promenade along the shoreline, the area features a large-scale facility composed of multiple key structures, including the Control Tower, Hangar, Gantry, Depot, and Vats.
Adjusted
» Avalon «
- Terrain & Water Traversal
- As previously announced, new landmasses, sandbar crossings, ziplines, and boats have been added to improve traversal options across coastal areas and increase route variety.
» Verdansk «
- Stadium: Activate Bay Gates
- The number of required breakers has been reduced from 10 to 5.
We have simplified the completion path for this Easter Egg to improve accessibility and reduce friction during match flow, allowing more players to engage with the objective.
MODES
New
- Launch Squad Limited-Time Mode
- Players drop into a high-stakes battle at a rocket launch facility as incoming nukes threaten the map.
- Squads must collect launch codes through eliminations and special events in order to initiate the launch sequence.
- Activating the launch sequence begins a global countdown and marks the initiating player for all squads on the map.
- Additional launch codes can be collected to accelerate the countdown timer and secure victory more quickly.
- If the activating player is eliminated, the launch sequence is canceled and must be restarted.
- Players must successfully complete the launch before the countdown expires or risk total elimination.
Returning
- Iron Gauntlet [Beta] (In-Season)
- Iron Gauntlet now supports Trios and has been moved to Avalon, maintaining a 150-player experience.
- Base health has been increased from 300 to 350 to better align time-to-kill with player feedback.
- Grappling Hook availability has been significantly increased, allowing for more frequent traversal opportunities throughout matches.
- The match economy has been heavily reduced, lowering overall cash availability and contract rewards to create more meaningful decision-making.
- Loot and gameplay restrictions have been updated to better align with the Ranked Play ruleset and competitive environment.
- Leaderboards have been integrated using a WSOW-style scoring system to support competitive play.
- Rewards are now based on placement within leaderboard brackets rather than match-by-match outcomes.
Iron Gauntlet continues to evolve based on player feedback, with a stronger focus on competitive integrity, pacing, and high-stakes decision-making. The mode remains in Beta as we continue to iterate rapidly.
PLAYLIST
For information about upcoming Playlists, please check out the dedicated Warzone Trello Board.
GENERAL
Adjusted
» Achievement Rewards «
- Win Streaks
- Black Ops Royale now has a dedicated Win Streak track.
- Win Streak rewards have been updated for Season 03. As a reminder, the prior rewards for Season 02 are no longer obtainable.
- Black Ops Royale
- 10 Consecutive Wins – Blossom Anew Static Camo
- 25 Consecutive Wins – Sakura Animated Camo
- Battle Royale
- 10 Consecutive Wins – Superstructure Static Camo
- 25 Consecutive Wins – Cosmic Web Animated Camo
- Resurgence
- 30 Consecutive Wins – Stardust Static Camo
- 50 Consecutive Wins – Astronomic Animated Camo
» Private Match «
Season 03 introduces improvements that enhance lobby control, post-match flow, and clarity for competitive and community play.
- Persistent Lobbies
- Private match lobbies will no longer automatically disband after a match ends.
- Players can remain in the same lobby to queue into subsequent matches together.
- Match Code Visibility
- Hosts can toggle the visibility of the private match join code at any time.
- Codes are hidden by default when a lobby is created to improve privacy and control.
- Squad Name Editing
- Players can update their squad name during private matches.
- Updated names are reflected across the entire lobby for all participants.
- Gamertag Obscuring
- Hosts can enable a setting that anonymizes player identities across the lobby.
- Randomized aliases will appear in both the killcam and kill feed.
- End-of-Match Scoreboard
- The scoreboard has been expanded to include more detailed stat tracking.
- A per-squad breakdown view allows players to inspect individual performance across teams.
RANKED PLAY
New
- Map Rotation
- Haven’s Hollow and Rebirth Island now rotate evenly, with each map having an equal chance of being selected per match.
This change increases map variety while allowing us to experiment with expanded rotation systems for future Ranked Play seasons.
Adjusted
- Restrictions
- The following items have been restricted in Ranked Play:
- Akimbo Attachment
- Nembus Sticky Launcher
- Vulture Underbarrel Attachment
- Explosive Crossbow Attachment
- Bunker Buster Killstreak
- Deadeye Drone Killstreak
- Flashpoint Public Event
- Classified Weapon Public Event
- The following items have been restricted in Ranked Play:
MOVEMENT
New
- Grappling Hook & Wall Jump
- Grappling Hooks and Wall Jump are now available in Battle Royale and Resurgence.
- Wall Jump remains disabled in the Gulag.
Following strong player reception in limited-time modes, these mechanics have been expanded into core playlists to offer additional traversal options and improve skill expression.
Adjusted
- Wingsuit Keyboard & Mouse Controls
- Wingsuit controls on keyboard and mouse have been updated to better match controller behavior.
- Forward input now allows for smoother lift and sustained glide rather than immediate velocity loss, enabling more consistent traversal.
- Wingsuit Close Surface Behavior
- When attempting to deploy a wingsuit too close to a surface, the parachute will now deploy instead.
- The on-screen prompt will update to “Deploy Parachute” in these situations to reflect the change.
LOOT & ECONOMY
Adjusted
» Black Ops Royale «
- Exotic Weapons
- New exotic weapons will begin appearing in-season and will continue to expand in future updates.
As we continue introducing new exotic weapons, our goal is to ensure they feel powerful and worthy of their classification. Exotics are intended to serve as best-in-class options within their respective weapon categories, offering distinct advantages and a stronger gameplay identity. While our initial offerings performed well, we are pushing future iterations to be more impactful and rewarding as high-value chase items.
- Ground Loot Weapons
- The Swordfish A1 has been added with Scout and Widow builds.
- The MXR-17 has been replaced with the Voyak KT-3 featuring Covert and Recon builds.
- The M15 MOD 0 has been replaced with the MK35 ISR with Covert and Recon builds.
- The Kogot-7 has been replaced with the VST with Burner and Stalker builds.
- Weapon Builds
- Mantis Submachine Gun builds now use the FANG HoverPoint ELO optic in place of the 2x optic.
» Battle Royale & Resurgence «
- Loot
- The following items have been removed from the loot pool:
- Concussion Grenade
- Thermite
- Recon Drone
- Care Package
- The following items have been added:
- Grappling Hook
- Molotov
- Deployable Buy Station
- RC-XD
- The following items have been removed from the loot pool:
- Weapon Spawn Rates
- Light Machine Gun spawn rates have been reduced by 7%.
- Assault Rifle, Submachine Gun, and Sniper spawn rates have each been increased by 2%.
- Shotgun spawn rates have been increased by 1%.
- Weapon Pool
- The Shadow SK has been replaced by the VS Recon.
- Buy Station
- Smoke Bombardment has been added for $4000.
- Grappling Hook has been added for $500.
- High Value Loot Zones
- Verdansk
- Launch Pad
- Stadium
- Quarry
- Avalon
- High Value Loot Zones are now randomized each match.
- One POI from each pool will be selected per match:
- Trinity Stadium, Fort, or Casino
- Car Factory, Heliport, or Old Arsenal
- Winery, Colosseum, or Resorts
- Verdansk
- Death Tax
- Adjustments have been made to how Cash is distributed upon elimination.
- Battle Royale
- Players now keep 50% of their Cash
- 40% is dropped on death
- 10% is removed via Death Tax
- Resurgence
- Players now keep 50% of their Cash
- 30% is dropped on death
- 20% is removed via Death Tax
- Previously, players would keep 50% and drop 50% of their Cash across both modes.
- Contract Multiplier
- Each contract completion now grants 20%, reduced from 30%.
- The maximum bonus has been reduced from 150% to 100%.
PUBLIC EVENTS
New
» Battle Royale «
- Flashpoint
- A missile will launch from the Launchpad POI toward a random location within the safe zone.
- A countdown begins before impact, allowing players time to reposition.
- The strike eliminates all players within the target area.
- A temporary gas cloud forms after impact, preventing access for a limited time.
- Classified Weapon
- A single crate containing a powerful weapon will spawn once per match.
- The weapon grants Specialist and a persistent UAV effect while equipped.
- The holder’s position is revealed globally, with visibility increasing as eliminations are earned.
The Classified Weapon public event is designed to create a high-impact opportunity that encourages engagements while maintaining counterplay through constant vulnerability.
EQUIPMENT
General
- EMP Grenade (In-Season)
- The EMP Grenade, which was originally announced for Season 03 launch, has been delayed and will be introduced later into the season.
New
- Counters
- Concussion and Flashbang grenades now temporarily disable a wide range of placed equipment, including mines, drones, and deployables.
- Items affected include:
- C4
- Point Turret
- Needle Drone
- Decoy Grenade
- Shock Charge
- Proximity Mine
- Claymore
- Echo Unit.
This change expands tactical counterplay, giving players more tools to disrupt entrenched setups and respond to a wider range of scenarios.
PERKS
Adjusted
- Berserker
- Added subtle visual and audio feedback when the perk is active.
- Momentum
- Jump ADS speed has been reduced by 30%.
- Slide ADS speed has been reduced by 30%.
- Hunter
- Activating a UAV now reveals enemy heading direction to squadmates.
WEAPONS
New Weapons
- MK35 ISR Assault Rifle
- A full-auto assault rifle with low recoil, offering strong accuracy and reliable handling in mid-range engagements.
- Unlockable via Battle Pass HVT Pages 3 and 12.
- Prestige Attachment: 19” MFS Nightfall Suppressed Barrel
- Features an integrated suppressor that removes firing signature from the minimap.
- Improves damage range and hipfire spread.
- VST Submachine Gun
- A lightweight submachine gun designed for high mobility and flexible caliber configurations.
- Unlockable via Battle Pass HVT Pages 6 and 15.
- Prestige Attachment: MFS 5.56 MINSAS Conversion
- Converts the weapon to 5.56x30mm ammunition for improved damage and range.
- Improves recoil control while reducing fire rate, mobility, and handling.
- Strider 300 Sniper Rifle (In-Season)
- A bolt-action sniper rifle with fast handling and one-shot headshot potential within a defined range.
- Unlockable through The Lost Outpost Event.
- Prestige Attachment: MFS Ballast Guard Stabilizer
- Significantly reduces idle sway and improves aiming stability.
- Removes the ability to hold breath.
- Reduces handling and flinch resistance.
- 1911 Pistol (In-Season)
- A semi-automatic pistol with manageable recoil and moderate magazine capacity.
- Unlockable via Weekly Challenges.
- Prestige Attachment: MFS Overdrive Auto-Brake
- Converts the weapon to full-auto with a significantly increased fire rate.
- Reduces hipfire accuracy.
New Attachments
- VAS Convergence Foregrip
- An underbarrel foregrip that improves recoil stabilization and bullet deviation for a more predictable firing pattern.
- Unlockable via Battle Pass Page 7.
- Shadow SK 12-Gauge Masterkey (In-Season)
- A semi-automatic underbarrel shotgun attachment designed for close-range engagements.
- Improves recoil control and flinch resistance while reducing overall weapon handling.
- Unlockable via Weekly Challenges.
- X9 Maverick Javelin Assembly (In-Season)
- Launches a high-speed projectile capable of piercing enemies.
- Unlockable via Weekly Challenges.
Weapon Adjustments
Assault Rifle Adjustments
DS20 MIRAGE
Additional Adjustments
All Modes
- Arm and Hand multipliers increased from 1x to 1.2x
- Aim Down Sight speed improved from 240ms to 230ms
Attachment Adjustments
BR/RES
- Griffon Reserve Extended II
- Reload Speed Improved by 10%
- 18.9″ Westerlies Barrel
- Mid 1 Damage Range benefit improved from 35% to 40%
M15 MOD 0
Adjustments
- Increased View Kick and Gun Kick strength and deviation by approximately 5%.
MXR-17
Additional Adjustments
- Lower Arm and Hand multipliers increased from 1x to 1.07x
- Aim Down Sight speed improved from 245ms to 235ms
Attachment Adjustments
- Rhodes Drum Mag
- Reload Speed Improved by 10%
- MXR-17 ANVL Conversion
- Final (slowest) Fire Rate improved from 333RPM to 400RPM.
- The number of bullets it takes to reach final Fire Rate increased from 18 to 22.
- Time it takes for Fire Rate to fully reset to its starting value improved from 370ms to 240ms.
We’re expanding long-range viability to create more options at that engagement distance. These changes position the MXR as a stronger long-range choice.
VOYAK KT-3
Attachment Adjustments
All Modes
- Bullet Velocity reduced from 915m/s to 890m/s
- Horizontal Recoil Increased by 8%
Attachment Adjustments
BR/RES
- 17.6″ LTI Grav-4 Barrel
- Recoil Control benefit reduced from 20% to 15%
- V-Last Control Pad
- Recoil Control benefit reduced from 30% to 20%
- Contorso Pad
- Recoil Control benefit reduced from 25% to 15%
The Voyak KT-3 has been a top-performing AR due to its ease of use and access to low-recoil builds. We’ve made targeted adjustments to maintain its viability while promoting greater build diversity and reducing its dominance as a low-recoil option.
X9 MAVERICK
Adjustments
All Modes
- Aim Down Sight speed improved from 245ms to 235ms
Attachment Adjustments
BR/RES
- 14.9″ Tourville Sprint Barrel
- Mid 1 Damage Range benefit improved from 35% to 40%
- Monolithic Suppressor
- Bullet Velocity benefit improved from 20% to 25%
- Damage Range benefit improved form 12% to 18%
- Bolt Carrier
- Now also improves Burst Fire Cooldown by 6%.
- Recoil penalties increased.
SMG Adjustments
CARBON 57
Attachment Adjustments
- Hammer Platoon Pad
- Aim Down Sight movement speed benefit improved from 19% to 25%
- Oberon Tactical Pad
- Aim Down Sight speed benefit improved from 12% to 18%
- 8.5″ VAS Radiant Barrel
- Aim Down Sight speed benefit improved from 14% to 20%
- 8.6″ Orbital Light Barrel
- Aim Down Sight speed benefit improved from 14% to 22%
DRAVEC 57
Adjustments
BR/RES
- Increased horizontal recoil by approximately 5%.
KOGOT-7
Attachment Adjustments
- Cinder Stock
- Aim Down Sight speed benefit improved from 11% to 18%
- EMT3 Radix Stock
- Aim Down Sight speed penalty reduced from 19% to 6%
- Aim Down Sight movement speed penalty reduced from 12% to 5%
- Malaise-64 Stock
- Aim Down Sight speed penalty reduced from 13% to 5%
- 11.7″ Cinerous Barrel
- Aim Down Sight speed benefit improved from 10% to 16%
- Aim Down Sight movement speed penalty reduced from 6% to 4%
- Balter Control Grip
- Vertical Horizontal Recoil Control benefit reduced from 8% to 6%
- First Shot Recoil Control benefit reduced from 60% to 55%
- 3mW Motion Laser
- Recoil Stabilization reduced by approximately 5%
- EAM Steady-90 Grip
- Horizontal Recoil Control benefit reduced from 20% to 15%
- VAS Drift Lock Foregrip
- Horizontal Recoil Control benefit reduced from 30% to 24%
- Vitalize Handstop
- Horizontal Recoil Control benefit reduced from 20% to 17%
RAZOR 9MM
Additional Adjustments
All Modes
- Slide to Fire time improved from 360ms to 350ms
- Dive to Fire Time improved from 440ms to 430ms
Attachment Adjustments
BR/RES
- Wildfire
- Now reduces Hip Spread while sprinting by 15%.
RK-9
Adjustments
All Modes
- Slide to Fire Time improved from 320ms to 310ms
- Dive to Fire Time improved from 400ms to 390ms
Attachment Adjustments
BR/RES
- Enhanced Cycle System
- Damage Range penalty reduced from 20% to 10%
- Vertical Recoil penalty reduced from 20% to 10%
- Horizontal Recoil penalty reduced from 25% to 12%
RYDEN 45K
Adjustments
All Modes
- Headshot multiplier decreased from 1.18x to 1.14x
- Upper Torso multiplier decreased from 0.95x to 0.92x
- Lower Torso multiplier decreased from 0.95x to 0.88x
- Slide To Fire Time improved from 340ms to 330ms
- Dive to Fire Time improved from 420ms to 410ms
BR/RES
- Horizontal Recoil increased by 8%
Shotgun Adjustments
ECHO 12
Attachment Adjustments
- Echo 12 Backlash
- Reduced detonation delay after bounce from 200ms to 150ms
LMG Adjustments
BO7 LMGs
We’ve improved handling and mobility across LMGs to help them better compete with other weapon classes and feel less like a slow, restrictive choice.
MK. 78
Adjustments
All Modes
- Sprinting Speed increased from 6.8m/s to 7m/s
- Firing ADS movement speed penalty reduced from 30% to 25%
BR/RES
- Reload Speed improved by 12%
SOKOL 545
Adjustments
All Modes
- Sprinting Speed increased from 6.8m/s to 7m/s
- Firing ADS movement speed penalty reduced from 20% to 17.5%
BR/RES
- Reload Speed improved by 12%
WeaponAdjustments
M34 Novaline
Attachment Adjustments
- Fire Rate within the burst improved from 600RPM to 750RPM
M8A1
Attachment Adjustments
- Bolt Carrier
- Now improves Burst Fire Delay by 6%
SWORDFISH A1
Attachment Adjustments
All Modes
- Sprint To Fire Time increased from 230ms to 240ms
- Tac Sprint to Fire Time increased from 360ms to 270ms
- Slide to Fire Time increased from 430ms to 440ms
- Dive to Fire Time increased from 510ms to 520ms
Attachment Adjustments
BR/RES
- Adept Skiff Stock
- Reduced Movement Speed improvement by 0.1m/s
- Reduced Crouch Movement Speed improvement by 0.2m/s
- Slightly reduced Sprinting Movement Speed improvement
- Modus-R Underbarrel
- Slightly reduced Sprinting Movement Speed improvement
Launcher Adjustments
WeaponAdjustments
A.R.C. M1
Attachment Adjustments
- Assault Frame
- Aim Down Sight movement speed benefit increased from 50 to 70
- Charge Time reduced from .5s to .45s
» Gulag Weapons «
- Sturmwolf 45 replaces the Dravec 45
- VST replaces the Kogot-7
» Default Loadout Adjustments «
- Enforcer
- MK35 ISR replaces the Voyak KT-3
- VST replaces the REV-46
- Infiltrator
- Voyak KT-3 replaces the Maddox RFB
BUG FIXES
Gameplay
- Fixed an issue where the final squad in a Casual playlist was unable to win because a bot was not properly removed from the match.
- Fixed an issue where the match would not end after the final player was eliminated.
- Fixed an issue that caused the Berserker Perk reload speed bonus to not apply correctly.
- Fixed an issue where players could receive placement credit without meeting requirements.
- Fixed an issue where players could remain outside the combat area without dying on Haven’s Hollow.
- Fixed an issue where players could become stuck when sliding into specific geometry on Rebirth Island.
- Fixed an issue where the JOKR launcher missile would disappear before impact, causing inconsistent visuals and damage feedback.
- Fixed an issue where players could move Loadout Drop crates using a Breacher Drone.
- Fixed an issue where players could spawn as an unintended character (Rhino) instead of their selected Operator.
- Fixed an issue where the spectator camera could move underneath the map after elimination.
Weapons
- Fixed an issue where weapon attachments would not apply in-game after prestiging a weapon.
- Fixed an issue where a restricted Conversion Kit attachment could be removed while its associated magazine remained equipped, causing visual and gameplay inconsistencies.
- Fixed an issue where weapon loot cards could display incorrect icons (e.g., fists instead of the weapon type).
Contracts & Progression
- Fixed an issue where Scavenger Contracts did not reward an Armor Satchel upon completion in Resurgence matches.
- Fixed an issue where Scavenger Contract crates could spawn in unreachable locations, preventing completion.
- Fixed an issue where the ‘Thermal Breach’ camo challenge did not properly track completion requirements.
- Fixed an issue where Progress Hub Easter Egg rewards were not granted despite checklist completion.
UI / UX
- Fixed an issue where the After Action Report (AAR) could display 0 XP earned incorrectly.
- Fixed an issue where players could be kicked from the Loadout menu when rapidly switching weapon categories.
- Fixed an issue where the map information widget displayed blank or overlapping elements when hovering certain playlists.
- Fixed an issue where exotic weapon splash notifications were missing proper UI icons.
- Fixed an issue where weapon upgrade path UI did not display correctly when inspecting certain weapons.
- Fixed an issue where the Last Stand UI displayed incorrect health values in Black Ops Royale.
- Fixed an issue where a Trauma Kit incorrectly displayed as already equipped.
- Fixed an issue where the enemy UAV minimap border appeared with lower-than-intended opacity.
Audio
- Fixed an issue where pickup audio would repeatedly play during Resurgence infil.
- Fixed an issue where the Smoke Screen killstreak VO could be heard at unintended distances across the map.
- Fixed an issue where contract audio could play during the exfil cutscene.
Maps & Environment
- Fixed an issue where Easter Egg bunker monitors appeared blank on Rebirth Island.
- Fixed an issue where map geometry allowed players to access unintended areas or become stuck.
End-of-Match / Flow
- Fixed an issue where the Winner’s Circle could display a black screen or fail to show Operators after a match.
- Fixed an issue where the Final Killcam did not display correctly when the final elimination involved a vehicle.


