While Activision might have dropped the main points on the 80s Actions Heroes event coming to Call of Duty Warzone and Black Ops Cold War, in addition to the Zombies Outbreak Easter egg quest approaching May 20th, they didn’t dive into the nitty gritty patch notes of what the Season Three Reloaded replace would change within the recreation.

This replace comes with a hefty quantity of weapon tuning, making main changes to sniper rifles, assault rifles, LMGs, and pistols. Separately, a quantity of massive weapon buffs got in Zombies to assist gamers really feel just a little bit extra highly effective towards the hordes and promote a range of weapon utilization.

Players can preload the Black Ops Cold War Season Three Reloaded replace tonight to arrange for its launch tomorrow at 9PM PT May 19th/12AM ET May 20th.

Grab a drink, be sure to’ve obtained a while marked out in your calendar, and sit right down to learn the prolonged full patch notes under:

Black Ops Cold War Season Three Reloaded Patch Notes

GLOBAL

Events

  • ‘80s Action Heroes
    • Two sets of nine challenges and rewards are available across Black Ops Cold War and Warzone during the ‘80s Action Heroes event starting May 20th.
    • Complete all nine Black Ops Cold War challenges to unlock a tactical rifle Weapon Blueprint, and complete all nine Warzone challenges to unlock a sniper rifle Weapon Blueprint.

General

  • Restored in-game Ping and Packet Loss meters.
  • Addressed an issue where Gestures would reset after closing the application.

Prestige Shop 

  • New Legacy content available:
    • 2 Legacy Black Ops Calling Cards available to all players with access to the Prestige Shop.
    • 3 Black Ops 3 Calling Cards and Black Ops 4 Calling Card and available at Season Level 50.
    • Animated Black Ops 3 Calling Card available at Season Level 100.

Combat Record

Addressed an issue where Hardcore matches were being counted as Core modes.

Weapon Tuning

In this update, we’re revising sniper rifles with two targets in thoughts:

  • To create extra significant gameplay between sniper rifles and different weapon courses.
  • To higher outline the function of every sniper rifle to offer them extra individuality and specialization.

To these ends, the next updates have been made:

Custom Flinch: We’ve created a sniper-specific flinch that strikes the weapon purpose whereas being hit. This flinch is extra pronounced in ADS. Attachments that cut back flinch have been factored into this characteristic replace.

ADS Momentum: ADS (Aim Down Sight) Momentum is now individualized for every sniper rifle. ADS Momentum is that feeling of weightiness because the weapon exits and re-enters ADS. You really feel this while you quickly exit and enter ADS, with out absolutely returning absolutely to the hip place. Heavier sniper rifles will now really feel weightier and re-acquire ADS slower accordingly. Please be aware that ADS Momentum is just not used when coming into ADS from the total hip-fire place.

As the subsequent step in making every sniper rifle stand out even additional in its personal proper, we’ve made the next modifications throughout the weapon class. As all the time, we’re dedicated to evaluating and adjusting weapon stats as obligatory as soon as these updates are stay primarily based on recreation knowledge and suggestions.

LW3 – Tundra

This is the baseline of our sniper rifles. It is lenient sufficient in its one-hit kill capability whereas being quick sufficient to scan the horizon and discover new targets rapidly. This weapon is supposed to be geared for many gamers to play with and have enjoyable experiencing what it’s prefer to be a sniper in Black Ops Cold War. The following modifications higher outline the weapon’s function, offering extra long-range accuracy and focusing much less on short-range fight viability.

  • LW3 – Tundra
    • Increased Bullet Velocity from 550 to 580.
    • Reduced ADS-In Momentum from 0.2 to 0.233.
  • Attachments
    • Reduced Bullet Velocity bonus from 28.2” Extended Barrel attachment from 25% to 18%.
    • Reduced Bullet Velocity bonus from 29.1” Combat Recon Barrel attachment from 75% to 36%.
    • Reduced Bullet Velocity bonus from 28.2” Tiger Team Barrel attachment from 50% to 27%.
    • Reduced Flinch Resistance bonus from Dropshot Wrap Handle attachment from 50% to 33%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Increased Sprint to Fire Time penalty from SASR Jungle Grip Handle attachment from 12% to 15%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Increased Sprint to Fire Time penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to five%.

Pelington 703

The Pelington 703 is designed to be a quick-handling sniper rifle for gamers who take pleasure in fixed motion and repositioning, buying and selling off some one-hit kill potential for extra pace. This weapon is geared for the sort of participant who enjoys working into the center of gun battles and advancing on necessary positions. The following modifications reinforce the weapon’s function, shifting some ADS pace right into a Sprint to Fire profit, and utilizing a barely slower Bullet Velocity to maintain gameplay at nearer ranges.

  • Pelington 703
    • Increased Sprint to Fire pace from 0.45 to 0.433.
    • Reduced Bullet Velocity from 500 to 478.
    • Increased Aim Down Sight Time from 0.55 to 0.583.
  • Attachments
    • Reduced Bullet Velocity bonus from 25” Extended Barrel attachment from 25% to 17%.
    • Reduced Bullet Velocity bonus from 27.2” Combat Recon Barrel attachment from 75% to 43%.
    • Reduced Bullet Velocity bonus from 26.5” Tiger Team Barrel attachment from 50% to 30%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to five%.

Sniper Rifle Charlie (Semi-Auto)

With the latest launch of the ZRG 20mm and the recognition of the LW3 – Tundra, there existed an untapped house between these two weapons. To fill that place, our semi-auto sniper rifle has been given some new upgrades. Leaning into the lethality of a .50 Cal spherical, the weapon is now far more highly effective, with the trade-off of being slower to fireside successive pictures. As a semi-automatic weapon with none rechamber, it’s nonetheless fairly quick and works nicely for holding down a place.

  • Sniper Rifle Charlie
    • Increased one-hit kill potential to incorporate the mid-torso.
    • Increased Aim Down Sight pace from 0.7 to 0.666.
    • Increased ADS-Out Momentum from 0.2 to 0.183.
    • Reduced ADS-In Momentum from 0.2 to 0.25.
    • Reduced firing pace from 0.333 to 0.833.
  • Attachments
    • Reduced Bullet Velocity bonus from 22.2” Extended Barrel attachment from 25% to 13%.
    • Increased Fire Rate bonus from 20.6” Rapid Fire Barrel attachment from 11% to 12%.
    • Reduced Bullet Velocity bonus from 22.6” Combat Recon Barrel attachment from 75% to 26%.
    • Reduced Bullet Velocity bonus from 22.6” Tiger Team Barrel attachment from 50% to 20%.
    • Increased Fire Rate bonus from 22.6” Tiger Team Barrel attachment from 18% to 24%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 15%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to five%.

ZRG 20mm

This is essentially the most deadly sniper rifle in Black Ops Cold War, and it ravages autos and Scorestreaks. This energy comes at a value, as this weapon is slower with much less accessible ammo. Players who prioritize map data, frequent enemy actions, and destroying enemy Scorestreaks will excel with the ZRG 20mm. Strategy over ways. To that finish, this weapon should be slower to wield in comparison with the remainder of the sniper rifle class.

  • ZRG 20mm
    • Reduced Aim Down Sight pace from 0.65 to 0.683.
    • Reduced Bullet Velocity from 925 to 923.
    • Increased ADS-Out Momentum from 0.2 to 0.183.
    • Reduced ADS-In Momentum from 0.2 to 0.283.
    • Custom Vehicle Damage: The “anti-material” property of this weapon offers further injury to each car and Scorestreak. Due to the sheer quantity of autos and Scorestreaks to select from in Black Ops Cold War, this injury is displayed in-game as a spread (i.e. 1100 – 2200). Generally talking, the bigger a car or Scorestreak is, the extra injury this weapon will deal to it.
  • Attachments
    • Reduced Bullet Velocity bonus from 41.9” Extended Barrel attachment from 25% to 10%.
    • Reduced Bullet Velocity bonus from 43.9” Combat Recon Barrel attachment from 75% to 20%.
    • Reduced Bullet Velocity bonus from 42.7” Sigma Special Barrel attachment from 67% to 16%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 18%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 20%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to five%.

Swiss Ok31

With its low recoil, quick rechamber, and speedy dealing with, this weapon is right for rapidly eliminating a number of enemy targets. Players with an eagle eye and nerves of metal will be capable of down extra enemies with this weapon than with another sniper rifle. For those that aren’t as expert at nailing their headshots each time, the Swiss Ok31 can carry out very similar to a tactical rifle. The modifications made right here additional index on this talent facet, with the profit of much less sniper flinch.

  • Swiss Ok31
    • 25% much less Flinch than different sniper rifles.
    • Reduced Bullet Velocity from 700 to 684.
  • Attachments
    • Reduced Bullet Velocity bonus from 24.9” Extended Barrel attachment from 25% to 16%.
    • Reduced Bullet Velocity bonus from 24.9” Combat Recon Barrel attachment from 75% to 31%.
    • Reduced Bullet Velocity bonus from 24.9” Tiger Team Barrel attachment from 50% to 23%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Reduced Sprint to Fire penalty from SASR Jungle Grip deal with attachment from 12% to 11%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to five%.

All Assault Rifles

We’ve improved bullet velocities throughout the board (with one exception) to permit assault rifles extra innate long-distance benefit over submachine weapons. The FFAR 1 has its Bullet Velocity lowered in change for a rise to its max injury.

We have additionally standardized headshot modifiers on assault rifles with this replace. Assault rifles which have 5.56 ammo have a 1.4x headshot modifier, whereas people who use 7.62 ammo have a 1.25x modifier. In common, assault rifles that use 7.62 ammo deal greater injury already. The quantity of hits required to kill stay the identical, apart from the FFAR 1, which requires fewer hits to kill if the participant scores a headshot.

  • Krig 6
    • Increased Bullet Velocity from 625 to 686.
    • Increased Bullet Velocity bonus from 19.7” Ranger Barrel attachment from 100% to 126%.
    • Reduced Bullet Velocity penalty from 15.5” Contour Barrel attachment from 25% to 12%.
  • AK-47
    • Increased Bullet Velocity from 490 to 702.
  • FFAR 1
    • Increased most injury from 27 to 28.
    • Reduced Bullet Velocity from 705 to 629.
  • Groza
    • Reduced headshot multiplier from 1.4x to 1.25x.
    • Increased Bullet Velocity from 650 to 660.
  • QBZ-83
    • Increased Bullet Velocity from 625 to 671.
  • FARA 83
    • Increased headshot multiplier from 1.25x to 1.4x.
    • Increased Bullet Velocity from 675 to 729.
    • Reduced most injury from 31 to 30.
    • Reduced minimal injury from 28 to 27.
    • Reduced Bullet Velocity penalty from 17.5” Contour Barrel attachment from 25% to 18%.
  • XM4
    • Increased Bullet Velocity from 550 to 657.

All Light Machine Guns

We’ve refactored Bullet Velocity to offer LMGs extra inherent energy with much less reliance on the Task Force Barrel attachment. These modifications present extra worth to the remainder of the Barrel attachments, whereas the Task Force Barrel stays a strong alternative for enhancing Bullet Velocity.

  • Light Machine Gun Alpha
    • Increased Bullet Velocity from 675 to 714.
    • Reduced Bullet Velocity bonus from 21.8” Task Force Barrel attachment from 100% to 41%.
  • RPD
    • Increased Bullet Velocity from 475 to 684.
    • Reduced Bullet Velocity bonus from 20.3” Task Force Barrel attachment from 100% to 44%.
  • M60
    • Increased Bullet Velocity from 600 to 791.
    • Reduced Bullet Velocity bonus from 22.8” Task Force Barrel attachment from 100% to 39%.

All Pistols

Pistols have acquired minor changes to Bullet Velocity. These modifications higher match every pistol by pushing their “hitscan” vary to the sting of their most-used engagement distances.

  • 1911
    • Increased Bullet Velocity from 200 to 206.
  • Magnum
    • Increased Bullet Velocity from 300 to 313.
  • Pistol Charlie (Burst Fire)
    • Increased Bullet Velocity from 250 to 257.

Special Weapons

MULTIPLAYER

Maps

  • Standoff [NEW]
    • Added Standoff to the 6v6 map rotation.
  • Duga [NEW]
    • Added Duga to the Multi-Team map rotation.
  • Raid
    • Addressed a spawn difficulty that might drop the participant to the bottom when respawning.
  • Garrison
    • Addressed a difficulty that might trigger a participant to fall by way of geometry inside of the principle tank facility.
  • Crossroads
    • Crossroads added again to rotation for Combined Arms and VIP Escort.

Modes

  • Die Hardpoint [NEW]
    • Die Hardpoint added to Featured Playlists.
    • Capture Hardpoints to achieve factors to your staff. Eliminate a number of enemies in the identical life to earn as much as 5 highly effective buffs all through the match.
    • Capturing a Hardpoint grants a motion pace enhance and units your timer to 30 seconds. When the timer reaches zero, you explode. Extend the timer by incomes eliminations and capturing Hardpoints.
    • The timer is paused whereas in your staff’s Hardpoint, and kills add 15 seconds to your timer as much as a max of 30 seconds.
    • Successive kills grant as much as 4 further buffs: improved weapon dealing with, ADS pace, slide pace, and a bigger explosion upon loss of life (granted after a five-kill streak.)
    • The first staff to succeed in 200 factors, or essentially the most factors earlier than time expires, wins.
  • Multi-Team Elimination [NEW]
    • New last-team-standing mode added to Multi-Team.
    • Ten groups of 4 battle to outlive increasing radiation zones. Redeploys are restricted and loadouts are restricted. Teams should scavenge for weapons, Scorestreaks, Armor, and different objects.
    • The final staff standing, or the primary squad to board the exfil chopper within the remaining protected zone, wins.
  • 12v12 Moshpit
    • Standoff, The Pines, and Moscow added to map rotation.
  • Search & Destroy
    • Bomb web site letters on Raid have been swapped to match Control. Driveway bomb web site is now A and pool bomb web site is now B. Update your callouts accordingly.
  • Control
    • Default Overtime guidelines now use Objectives to find out the staff on Defense.

Featured Playlists

  • Die Hardpoint [NEW]
  • Standoff 24/7 [NEW] (additionally accessible in Hardcore through Quick Play)
  • Multi-Team Elimination [NEW]
  • 12v12 Moshpit (additionally accessible in Hardcore through Quick Play)
  • Nuketown 24/7 (additionally accessible in Hardcore through Quick Play)
  • Gunfight
  • Party Games
  • Multi-Team Moshpit

Scorestreaks

  • Care Package
    • Slightly elevated odds for greater Scorestreaks from Care Package.
    • Destroyed Care Package choppers now nonetheless drop the Care Package.
  • Counter Spy Plane
    • Reduced Counter Spy Plane period from 30 to 20 seconds.
  • Armor
    • Reduced Armor cooldown from 120 to 60 seconds.
  • Sentry
    • Increased the quantity of grenade hits to kill a Sentry from 1 to 2.
  • Attack Helicopter
    • Reduced Attack Helicopter price from 4500 to 3800.
  • VTOL Escort
    • Reduced VTOL Escort price from 6500 to 6200.

Equipment

  • Molotov
    • Increased Molotov preliminary direct hit injury from 40 to 75.
    • Increased Molotov injury over time from 16 to 20.

Field Upgrades

  • Gas Mine
    • Increased Gas Mine injury over time from 15 to 25.
    • Increased Gas Mine space of impact period from 16 to 18 seconds.
    • Reduced Gas Mine injury interval from 0.2 to 0.Four seconds.
    • The intention of this variation is to offer gamers a greater likelihood at escaping a Gas Mine earlier than dying.

Movement

  • Addressed a difficulty that will trigger the digital camera transition from slide to face to be delayed.
    • With this variation, the time it takes to crouch has been elevated by 20ms and now aligns with the delay earlier than a subsequent stance change between crouch and stand could be carried out. This change also needs to resolve reported digital camera pops for a small set of gamers when performing a stance change.

UI

  • Weapon Mastery badges will now be proven within the Best Play and Killcam.

LEAGUE PLAY

  • Match Canceling
    • Matches will now be canceled if gamers disconnect earlier than the beginning of the match or shortly after the match begins. Remaining gamers is not going to lose Ladder Points.

ZOMBIES

Round-Based Modes

  • Cranked 2: No Time to Crank
    • A brand new variant of Cranked involves “Firebase Z” and “Die Maschine.”
    • All Mystery Box areas are energetic, and Mystery Boxes now characteristic motion movie-inspired weapons and Support. Frequency of Support within the Mystery Box is elevated.
    • All gamers begin with the Knife.
    • Zombies usually tend to drop deadly explosive Equipment when killed (Semtex, Frags, and Monkey Bombs).
    • Keep killing zombies so as to add time to the Cranked Timer earlier than you explode!
    • Crafting Table, Wall Buys, and Main Quest are disabled.

Outbreak

  • New Content
    • New Main Quest accessible in Outbreak beginning at 10 AM PT on May 20.
    • Added Orda Encounter World Event to Outbreak.
    • Added Fishing to Outbreak. Look for fishing poles scattered all through the Ural Mountains and reel in some objects.
    • Added new Intel Documents, Audio Logs, Radio Transmissions, and Artifacts to find.
  • Gameplay
    • Tuned Tempest to cut back chest weak level well being and mitigate injury.
    • Tuned Krasny Soldat so its jetpack requires much less injury to destroy.
    • Reduced the quantity of Tempest enemies spawning within the Duga area.
    • Addressed numerous zombie pathing points in Ruka and Duga areas.
    • Addressed a difficulty the place gamers had been unable to ping Peck’s ID Badge.
    • Closed an exploit associated to activating the Chopper Gunner when going by way of a Phase Wall Tear.
    • Closed an exploit the place gamers may escape the Holdout Objective within the Duga area.
  • World Events
    • Increased the Fury Crystal occasion timer.
    • Addressed a difficulty the place the Demented Echo’s well being would proceed to scale whereas progressing Regions.
  • Objectives
    • Addressed a difficulty the place all zombie kills in a single of the Holdout Objectives in Golova had been awarding XP for barricade kills.
  • UI
    • Added the flexibility to Ping the overhead map utilizing the free cursor.
  • Stability
    • Addressed a stability difficulty associated to autos.

Dead Ops Arcade 3

  • Gameplay
    • Added new uncommon merchandise spawns to the Dark Crypt bonus room (Key, Divine Shield Potion).
    • Addressed a difficulty the place gamers couldn’t be part of on their associates throughout a recreation in progress.
    • Players rejoining a match in progress will now have their Fates restored upon rejoin.
    • Addressed a difficulty the place split-screen gamers may get a “Game Over” situation after defeating the Mamaback.
    • Addressed a difficulty with the Fated Chicken retaining a better weapon than anticipated if the participant dropped a picked-up weapon.
    • Addressed a difficulty with lacking announcer audio for the “Spectral Hounds of Dark Wood” Challenge Round.
  • Bonus Areas
    • New Silverback Slideways bonus map added to rotation.
    • Addressed a difficulty with XP being awarded in Silverback Slideways maps when a participant selected to exit the bonus room.
    • Addressed a difficulty with Chickens not spinning out when participant dies in Silverback Slideways maps.
    • Addressed a difficulty the place participant weapons weren’t eliminated upon loss of life in Silverback Slideways maps.
    • Addressed a difficulty the place sure bonus rooms had been taking an excessive amount of time to initialize.
  • Enemies
    • Bosses will now not goal participant clones.
    • Adjusted the frequency of Ghost teleporting habits.
    • Meatballs ought to now not inflict close to full injury whereas in First-Person mode.
    • Players in autos might be now deprioritized in goal choice by the Mamaback.
    • Addressed a difficulty the place zombies wouldn’t retarget a participant below sure circumstances.
    • Addressed a difficulty the place the Margwa may keep alive as much as 1 second after its HP reached 0.
    • Addressed a difficulty the place Nova Crawlers weren’t current within the recreation when enjoying Solo Advanced Start mode.
    • Addressed a difficulty the place the Megaton may probably keep alive and rag-doll unintentionally.
    • Addressed a difficulty the place numerous protect objects weren’t working correctly towards some enemy sorts.
    • Addressed a difficulty the place Room of Judgment bosses weren’t being killed on occasion failure, which may result in further unintentional participant deaths.
    • Addressed a difficulty the place enemies performing traversals wouldn’t register the time slowdown impact from a Clock pickup.
  • Challenges
    • Addressed a difficulty with the “Full Arsenal” Calling Card problem not finishing correctly.
  • UI
    • Addressed a difficulty with the in-game scoreboard wrapping when kills exceeded 65,535 kills. The scoreboard wrap will now solely happen previous the 1,000,000 mark.

Onslaught (PlayStation)

  • Maps
    • Standoff added to map rotation with new Intel.
    • Crossroads added again to rotation.
  • Modes
    • “Onslaught Mystery Munitions” limited-time mode added to Onslaught.
    • Start with a random weapon. With each Surge, your weapon is changed with one other random weapon that scales up with the problem. Access Ammo Mods and Pack-a-Punch upgrades to continue to grow in energy as the problem will increase.
  • Challenges
    • New problem with unique Weapon Blueprint reward accessible.

Progression

  • Completing a Main Quest will now reward gamers with bonus Aetherium Crystals equal to that of the final accessible Exfil.

Gameplay

  • Maximum well being caps for nearly all enemy sorts have been raised to supply extra problem above Round 40.
  • Closed an exploit that allowed gamers to turn out to be invulnerable when utilizing Jump Pads whereas in Tombstone Shadow Form.

Mystery Box

  • Additional weapons can now be obtained from the Mystery Box:
    • Groza assault rifle
    • MAC-10 SMG
    • Streetsweeper shotgun
    • FARA 83 assault rifle
    • LC10 SMG
    • R1 Shadowhunter crossbow
    • ZRG 20mm sniper rifle
    • Sledgehammer melee weapon
    • Wakizashi melee weapon
    • Machete melee weapon
    • E-Tool melee weapon

Trials

  • Additional weapons from can now be obtained as doable rewards (see above).
  • Removed the Trial that required taking injury and therapeutic.

Field Upgrades

  • All Field Upgrades now activate sooner as an alternative of ready on the W.A.N.D. animation.
  • Addressed a difficulty the place activating Healing Aura may reset one other participant’s Field Upgrade progress bar.

Support

  • Doubled ammo capability of the Combat Bow in Zombies.
  • Self Revive price now will increase by 50 High Grade Salvage each time it’s crafted.

Perks

  • Addressed a difficulty the place Deadshot Daiquiri was not being correctly utilized to the R1 Shadowhunter.

Challenges

  • Updated the “Monkeyshines” Daily Challenge to explain the necessities extra precisely.

Weapons

  • Custom Mods
    • Added Custom Mod Blueprint assist to the “Apply Blueprint” characteristic.
  • Ballistic Knife
    • Projectiles from the Ballistic Knife can now destroy Dark Aether Crystals.
    • Addressed a difficulty the place some camos had been showing as unlocked early for the Ballistic Knife.
  • R1 Shadowhunter
    • Projectiles from the R1 Shadowhunter can now destroy Dark Aether Crystals.
  • ZRG 20mm
    • Addressed a difficulty the place the ZRG 20mm lacked bullet penetration after being upgraded through Pack-a-Punch.
  • Weapon Camos
    • Addressed a difficulty the place Pack-a-Punch camo wasn’t showing on Weapon Blueprints.

Zombies Weapon Tuning

We’ve elevated the ability of most weapons by way of greater important injury multipliers (typically from 2.8X as much as 4.5X) to make killing zombies really feel even satisfying by rewarding gamers for skillful taking pictures. Some weapons have additionally acquired further changes to their Pack-a-Punched variations with respect to journal dimension, inventory ammo, and injury.

This replace typically brings up the ability ranges of the Black Ops Cold War arsenal in Zombies to make sure each weapon is a viable choice in round-based Zombies maps, Outbreak, and Onslaught.

Note: Damage and significant location hit multiplier tuning under is exclusive to Zombies and isn’t inherited from the worldwide weapon tuning modifications additionally included on this replace.

  • Assault Rifles
    • XM4
      • Increased important injury multiplier from 2.Eight to 4.4.
      • Xeno Matter 4000 (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.4.
        • Increased max injury from 62 to 67.
    • AK-47
      • Increased important injury multiplier from 2.Eight to 4.2.
      • Rasputin’s Retribution (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.2.
        • Increased max injury from 78 to 85.
    • Krig 6
      • Increased important injury multiplier from 2.Eight to 4.2.
      • Blitzkrig 99 (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.2.
        • Increased max injury from 70 to 71.
        • Increased inventory ammo from 420 to 480.
    • QBZ-83
      • Increased important injury multiplier from 2.Eight to 4.2.
      • Yaoguai (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.2.
        • Increased max injury from 63 to 69.
    • FFAR 1
      • Increased important injury multiplier from 2.Eight to 4.5.
      • Increased ammo capability from 25 to 40.
      • Increased inventory ammo from 250 to 280.
      • Winnower (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.5.
        • Increased ammo capability from 50 to 100.
        • Increased max injury from 53 to 59.
        • Increased inventory ammo from 350 to 500.
    • Groza
      • Increased important injury multiplier from 2.Eight to 4.2.
      • Tugarin (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.2.
        • Increased max injury from 68 to 76.
        • Increased ammo capability from 60 to 64.
    • FARA 83
      • Increased important injury multiplier from 2.Eight to 4.5.
      • Neara 51 (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.5.
        • Increased max injury from 62 to 72.
        • Increased ammo capability from 90 to 50.
        • Increased inventory ammo from 450 to 500.
  • SMGs
    • Submachine Gun Alpha
      • Increased important injury multiplier from 2.Eight to three.8.
      • Mystic Pony Express (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to three.8.
        • Increased max injury from 69 to 73.
        • Decreased ammo capability from 75 to 72.
        • Decreased inventory ammo from 525 to 504.
    • AK-74u
      • Increased important injury multiplier from 2.Eight to three.8.
      • AK-74NOFU (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to three.8.
        • Increased max injury from 80 to 84.
    • Milano 821
      • Increased important injury multiplier from 2.Eight to three.8.
      • Succubus Stinger (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to three.8.
        • Increased max injury from 88 to 93.
    • Bullfrog
      • Increased important injury multiplier from 2.Eight to three.8.
      • High Anxiety (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to three.8.
        • Increased max injury from 72 to 76.
    • KSP 45
      • Increased important injury multiplier from 2.Eight to three.8.
      • Herald of Woe (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to three.8.
        • Increased max injury from 105 to 110.
    • MAC-10
      • Increased important injury multiplier from 2.Eight to 4.0.
      • Royale with Lead (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.0.
        • Increased max injury from 57 to 68.
        • Increased ammo capability from 60 to 80.
        • Increased inventory ammo from 420 to 480.
    • LC10
      • Increased important injury multiplier from 2.Eight to three.8.
      • Cnidoblaster (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to three.8.
        • Increased max injury from 63 to 70.
    • PPSh-41
      • Increased important injury multiplier from 2.Eight to 4.2.
      • Grisly Reaper (Pack-A-Punched)
        • Increased important injury multiplier from 2.Eight to 4.2.
        • Increased max injury from 59 to 66.
        • Increased ammo capability from 80 to 100.
        • Increased inventory ammo from 480 to 500.
  • Tactical Rifles
    • Type 63
      • Increased important injury multiplier from 2.5 to 4.2.
      • Hell Vetica (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.2.
    • M16
      • Increased important injury multiplier from 2.5 to 4.2.
      • Skullsplitter (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.2.
    • Tactical Rifle Charlie
      • Increased important injury multiplier from 2.5 to 4.2.
      • Pack-A-Punched model:
        • Increased important injury multiplier from 2.5 to 4.2.
    • DMR14
      • Increased important injury multiplier from 2.5 to 4.2.
      • Demolisher Ok14 (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.2.
    • CARV.2
      • Increased important injury multiplier from 2.5 to 4.2.
      • Carv-o-Matic (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.2.
  • Light Machine Guns
    • Light Machine Gun Alpha
      • Increased important injury multiplier from 2.5 to 4.0.
      • Psychotropic Thunder (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.0.
        • Increased inventory ammo from 360 to 440.
        • Decreased ammo capability from 120 to 110.
        • Decreased max injury from 82 to 80.
    • RPD
      • Increased important injury multiplier from 2.5 to 4.0.
      • Ruinous Pain Distributor (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.0.
        • Increased max injury from 76 to 84.
    • M60
      • Increased important injury multiplier from 2.5 to 4.0.
      • Slow Burn (Pack-A-Punched)
        • Increased important injury multiplier from 2.5 to 4.0.
        • Increased ammo capability from 150 to 90.
        • Increased inventory ammo from 300 to 360.
        • Decreased max injury from 103 to 100.
  • Sniper Rifles
    • Swiss Ok31
      • Increased max injury from 150 to 175.
      • Increased min injury from 110 to 140.
      • Decreased inventory ammo from 48 to 42.
      • Swiss KH3353 (Pack-A-Punched)
        • Increased max injury from 300 to 350.
        • Increased min injury from 220 to 280.
        • Increased inventory ammo from 150 to 125.
    • Sniper Rifle Charlie (Semi-Auto)
      • Increased important injury multiplier from 4.Zero to five.5.
      • Increased max injury from 110 to 150.
      • Anathema (Pack-A-Punched)
        • Increased important injury multiplier from 4.Zero to five.5.
        • Increased max injury from 226 to 300.
        • Increased inventory ammo from 100 to 120.
    • Pelington 703
      • Pellegrino Della Morte (Pack-A-Punched)
        • Decreased inventory ammo from 98 to 84.
    • LW3 – Tundra
      • Decreased max injury from 325 to 300.
      • Permafrost (Pack-A-Punched)
        • Decreased ammo capability from 14 to 10.
        • Decreased inventory ammo from 98 to 70.
    • ZRG 20mm
      • Head Cannon (Pack-A-Punched)
        • Decreased inventory ammo from 72 to 64.
  • Pistols
    • 1911
      • Increased important injury multiplier from 4.Zero to 4.2.
      • Pain (Pack-A-Punched)
        • Increased important injury multiplier from 4.Zero to 4.2.
        • Increased inventory ammo from 300 to 330.
    • Magnum
      • Private Eye (Pack-A-Punched)
        • Decreased inventory ammo from 288 to 264.
    • Pistol Charlie
      • Increased important injury multiplier from 3.5 to 4.5.
      • Die-a-Lotti (Pack-A-Punched)
        • Increased important injury multiplier from 3.5 to 4.5.
        • Increased max injury from 66 to 73.
        • Increased inventory ammo from 330 to 420.
  • Shotguns
    • Hauer 77
      • Added mid-range injury of 56.
      • Increased min injury from 42 to 48.
      • Decreased inventory ammo from 90 to 60.
      • Orion 777 (Pack-A-Punched)
        • Added mid-range injury of 112.
        • Decreased ammo capability from 12 to 10.
        • Decreased inventory ammo from 96 to 60.
    • Shotgun Bravo
      • Increased max multi-shot base injury from 40 to 45.
      • H-NGM-N (Pack-A-Punched)
        • Decreased ammo capability from 16 to 15.
        • Decreased inventory ammo from 112 to 75.
    • Streetsweeper
      • Road Rage (Pack-A-Punched)
        • Increased inventory ammo from 120 to 180.
  • Launchers
    • Launcher Alpha
      • OMEGA 3FA (Pack-A-Punched)
        • Increased inventory ammo from 10 to 15.
    • RPG-7
      • CRIT-D20 (Pack-A-Punched)
        • Increased inventory ammo from 15 to 20.
  • Specials
    • M79
      • Matter Dismantler (Pack-A-Punched)
        • Increased inventory ammo from 45 to 90.
  • Wonder Weapons
    • Ray Gun
      • Decreased inventory ammo from 80 to 60.
      • Porter’s X2 Ray Gun (Pack-A-Punched)
        • Increased ammo capability from 20 to 30.
        • Increased inventory ammo from 80 to 90.
        • Decreased min radius injury from 800 to 700.

Playlists

  • 20 Round
    • Disabled means to Exfil early on 20 Round playlists.

Featured Playlists

  • Outbreak
  • Firebase Z
  • Die Maschine
  • Dead Ops Arcade: First Person
  • Dead Ops Arcade
  • Onslaught (PlayStation)
  • Onslaught Mystery Munitions (PlayStation) [NEW]
  • Onslaught Standoff (PlayStation) [NEW]

[Source: Treyarch]