Tag Archives: buffs

As the Helldivers 2 Community Argues Over Nerfs and Buffs Following the Latest Patch, Arrowhead Explains Increased Patrols for Solo Players – IGN

  1. As the Helldivers 2 Community Argues Over Nerfs and Buffs Following the Latest Patch, Arrowhead Explains Increased Patrols for Solo Players IGN
  2. Helldivers 2 patch changed ricochet damage, and now players think they’re getting bodied by rockets that just bounce off bots Gamesradar
  3. Helldivers 2 Patch 01.000.300 Makes Big Balance Changes to Weapons, Stratagems, and Enemies IGN
  4. Helldivers 2 players decry broken ricochet changes, then realise it’s probably just shrapnel from the now-deadly Eruptor PC Gamer
  5. Massive ‘Helldivers 2’ Patch Notes: Stratagem, Weapon, Enemy Nerfs And Buffs Forbes

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Massive ‘Helldivers 2’ Patch Notes: Stratagem, Weapon, Enemy Nerfs And Buffs – Forbes

  1. Massive ‘Helldivers 2’ Patch Notes: Stratagem, Weapon, Enemy Nerfs And Buffs Forbes
  2. Helldivers 2 Patch 01.000.300 Makes Big Balance Changes to Weapons, Stratagems, and Enemies IGN
  3. Helldivers 2 devs explain why solo missions have more patrols, now: ‘the intention is that one player has 1/4th of the patrols … they had 1/6th’ PC Gamer
  4. Helldivers 2 patch makes life hellish indeed for smaller parties, but also makes maps more fun to explore Rock Paper Shotgun
  5. Huge Helldivers 2 balance patch nerfs some of the shooter’s most popular weapons, including the Quasar Canon Gamesradar

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Huge ‘Helldivers 2’ Patch: New Level Cap, Massive Nerfs And Buffs – Forbes

  1. Huge ‘Helldivers 2’ Patch: New Level Cap, Massive Nerfs And Buffs Forbes
  2. Helldivers 2 Patch 01.000.200 Makes Significant Balance Changes, Adds More Planetary Hazards IGN
  3. New Helldivers 2 patch unleashes blizzards and sandstorms, and quietly increases the level cap to help you manage democracy even harder Gamesradar
  4. Helldivers 2 update raises level cap, adds planetary hazards Polygon
  5. Helldivers 2’s new balance update softens those annoying civilian defences and stratagem cooldown modifiers, buffs heavy armour, and increases the level cap to 150 PC Gamer

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Keeler: Deion Sanders doesn’t care about CU Buffs’ offensive line? Ha! Not according to this TCU blocker, who almost became a Buff. – The Denver Post

  1. Keeler: Deion Sanders doesn’t care about CU Buffs’ offensive line? Ha! Not according to this TCU blocker, who almost became a Buff. The Denver Post
  2. Colorado vs. TCU score prediction by college football computer model Sports Illustrated
  3. Romi Bean sits down with Coach Prime for Coach Prime’s Playbook ahead of the season opener against TCU CBS Colardo
  4. With week one looming, are the Buffs actually ready for Prime Time? Denver Sports
  5. Colorado vs. TCU Predictions, Picks, Best Bets & Odds for CFB Week 1 Sports Illustrated
  6. View Full Coverage on Google News

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Keeler: Deion Sanders, Travis Hunter gave CU Buffs fans storybook spring football game. But Peggy Coppom, 98 years young, stole the show. – The Denver Post

  1. Keeler: Deion Sanders, Travis Hunter gave CU Buffs fans storybook spring football game. But Peggy Coppom, 98 years young, stole the show. The Denver Post
  2. New Colorado coach Deion Sanders ‘amazed’ at spring atmosphere ESPN
  3. Shedeur Sanders sharp in Colorado’s sold-out spring game | Highlights | Pac-12 Football Pac-12 Networks
  4. Coach Prime’s spring game to preview fresh-look Colorado FOX 31 Denver
  5. What to Watch: 16 newcomers — from transfers, to freshmen to offensive coordinators — to keep an eye on Saturday On3
  6. View Full Coverage on Google News

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Buffs, Nerfs, Comp Tweaks, Overtime Change, DPS Passive And Much More

Strap in, y’all, this is a long one. Blizzard has revealed the full patch notes for the Season 2 launch of Overwatch 2. Along with the introduction of Ramattra, the new Shambali Monastery map and the latest battle pass, there are a ton of other changes worth paying attention to.

MORE FROM FORBES‘Overwatch 2’ Confirms Season 2 Nerf For Sojourn, Changes For Doomfist, Ana, Kiriko, Mercy And More

As expected, there’s a major nerf to Sojourn, who was definitely overpowered in the right hands in Season 1. However, the changes should make her more balanced and help players with so-so aim get more out of her.

Doomfist and Junker Queen got some significant changes, while Bastion, Symmetra, Tracer, Ana, Kiriko and Mercy got some tweaks. I don’t know that Bastion’s turret mode needed a shorter cooldown, but I will absolutely take a shorter cooldown on Sleep Dart.

I’m glad to see a change in how overtime is handled on Control maps. Rounds will no longer suddenly just end when a team that had 99% progress flips the point back in their favor. Be sure to note the change to the DPS passive as well — that’s a significant tweak. There are bug fixes too, including one for Tracer’s damage falloff.

MORE FROM FORBESNew ‘Overwatch 2’ Hero Ramattra’s Abilities Revealed, Including An Ultimate That Can Last Indefinitely

For the sake of concision, I’ve omitted the intro, the part about Ramattra’s abilities (you can read about those here) and the Season 2 map pool (full details here). Otherwise, here are the Overwatch 2 Season 2 patch notes, in Blizzard’s words:

General Updates

Control Game Mode

We fixed a bug regarding overtime on Control maps, however, that fix led to other bugs we had to resolve. Ultimately, this led to some anticlimactic gameplay results that we weren’t happy with. After hearing player feedback, we’ve made the following change:

  • Whenever a point is captured on Control, the team losing control of the point counts as having contested the point for the purposes of Overtime even if they were not present.
  • For example, if Team A has 99% and Team B has current control of the point, but then Team A take back control of the point, Overtime will automatically trigger and start to burn down unless Team B can touch again.
  • At lower capture percentages this change will have no impact on the game mode, as this new rule is only applied for the purposes of Overtime

Hero Unlocks and Challenges

  • We’ve added challenges for unlocking Junker Queen, Sojourn and Kiriko
  • 70+ player icon rewards have been added to challenges with the release of Season 2

Shop Update

  • We’ve added a hero purchase tab in the Shop

Competitive Play

Season 2 Competitive Play begins now! Here are some updates we’re introducing to competitive:

  • There are new, temporary Competitive title rewards for name cards based on your end of season rank
  • You can only earn these titles at the end of the current Competitive season and can only use them in the season following
  • Heroes that aren’t eligible for competitive play will have a lock icon in the Hero Gallery
  • Implemented a group of matchmaking enhancements to improve match quality
  • Minor polish improvements to the competitive play UI flow
  • New hero Ramattra won’t be available in competitive for 2 weeks

General Hero Updates

Damage Role Passive

  • No longer provides a movement speed bonus
  • Reload speed bonus increased from 25 to 35%

Developer comments: We’ve decided to remove increased movement speed from the Damage role passive and, in turn, make the reload speed more significant. While the additional movement speed was a helpful indicator that the passive was active, we saw change in speed negatively affecting the ability to aim precisely.

Tank Updates

Doomfist

Developer comments: There are several changes here for Doomfist with the intent to increase his presence as a disruptive brawler-style tank. The buff to his passive ability will help him stay in the fight longer, especially when he’s hitting multiple enemies with his abilities.

The changes to Power Block and Meteor Strike are intended to increase the availability of Empowered Rocket Punch, which enables him to more easily disrupt enemies and impact multiple targets. Due to gaining Empowered Rocket Punch more consistently, the stun duration and size are slightly decreased to reduce some of the frustration in playing against it.

For Rocket Punch, we’re shifting some of its damage away from requiring wall impacts so that it’s broadly more useful regardless of where fights are taken.

Rocket Punch

  • Impact damage range (minimum-maximum) increased from 15-30 to 25-50 damage
  • Wall slam damage range (minimum-maximum) reduced from 20-40 to 10-30 damage
  • Empowered Rocket Punch wall slam stun duration range reduced from 0.5-1 to 0.25-0.75 seconds
  • Non-Empowered Rocket Punch now stuns for the minimum 0.25 second duration on wall slam
  • Empowered Rocket Punch knockback radius reduced from 4 to 3 meters
  • Minimum time before cancel option becomes available reduced from 0.25 to 0.12 seconds
  • Cooldown reduced from 4 to 3 seconds – this has been in since his rework but was not mentioned

Power Block

  • Cooldown reduced from 8 to 7 seconds
  • Duration increased from 2 to 2.5 seconds
  • Minimum damage mitigated required to empower Rocket Punch reduced from 90 to 80 damage

Meteor Strike

  • Now empowers Rocket Punch on landing
  • Enemy slow duration increased from 2 to 3 seconds

The Best Defense… (Passive)

  • Maximum temporary health increased from 150 to 200 health
  • Temporary health gained per target hit with abilities increased from 30 to 40 health

Junker Queen

Developer comments: Commanding Shout is Junker Queen’s primary tanking ability and utility, but the additional survivability it granted her team proved to be too powerful and needed to be tuned back significantly in a previous patch. We’re looking to shift more of that survivability into Junker Queen herself by increasing the amount her passive ability heals through dealing damage with wounds.

  • Torso and head hit volume size increased 12%

Rampage

  • Wound duration reduced from 5 to 4.5 seconds
  • Ultimate cost reduced by 10%

Commanding Shout

  • Cooldown reduced from 15 to 14 seconds

Adrenaline (Passive)

  • Adrenaline passive healing multiplier increased from 1 to 1.25x damage dealt by wounds

DPS Updates

Bastion

Developer comments: The intent for Bastion’s Ultimate is that enemy players can survive it if they are quick to react to the damaging impact areas, however, it ended up being too easy to avoid the damage areas entirely. We’re reducing both the amount of warning time and explosion damage so that it’s more reliable in dealing damage, but it won’t be as lethal the closer the target gets to the edge of the explosion range.

Configuration Artillery

  • Delay before projectile drops reduced from 1 to 0.6 seconds
  • Explosion damage reduced from 300 to 250
  • No longer deals explosion damage to self
  • Minimum delay between placing shots reduced by 20%

Reconfigure

  • Cooldown reduced from 12 to 10 seconds

Sojourn

Developer comments: Sojourn is performing well at the highest tiers of Competitive Play but poorly below those tiers. Much of the perception that she is too powerful seems to be driven by the reaction to dying to long-range, charged headshots from her Railgun secondary fire. These changes are aimed at reducing frustrations there, with the biggest change being the reduced critical multiplier for headshots. A fully charged headshot no longer kills a full health 200 hp hero. To help account for this loss of power, we’re increasing the damage of her primary fire and how quickly her energy charges during her Ultimate.

Railgun

  • Energy delay before draining reduced from 8 to 5 seconds
  • Secondary fire damage falloff starting range reduced from 70 to 40 meters
  • Secondary fire critical damage multiplier reduced from 2 to 1.5
  • Secondary fire damage now scales linearly with energy from 30 to 130 damage (1 energy converts to 1 damage added)
  • Primary fire damage per projectile increased from 9 to 10
  • Overclock energy charge rate increased by 20%

Symmetra

Developer comments: The changes to Symmetra’s primary fire will make her gameplay faster by enabling her to charge the beam up to dangerous levels more quickly. However, it will also drain to less lethal levels at an increased rate when not damaging a target. We’re reverting the adjustments to her ammo management because, while it helped with matchups where there were no barriers, it lost something interesting to its interactions.

Photon Projector

  • Beam charge rate and decay rate increased by 20%
  • Primary fire ammo consumption rate increased from 7 to 10 per second
  • Primary fire gains ammo from damaging barriers again

Tracer

Developer comments: We balanced Tracer’s damage in a previous patch due to an undiscovered bug regarding her Pulse Pistols’ falloff damage. The bug is resolved, so we are reverting the damage.

Pulse Pistols

  • Damage increased from 5 to 6

Support Updates

Ana

Sleep Dart

Developer comments: Sleep Dart is still one of the most powerful crowd control abilities in 5v5, though with the addition of cleanse mechanics to offer a potential counter to this effect, we’re more comfortable with reducing the cooldown here to improve Ana’s personal survivability.

  • Cooldown reduced from 15 to 14 seconds

Kiriko

Developer comments: The hit volume adjustment is to help address her arms sometimes blocking headshots in some of her animations. Kiriko feels balanced overall, but her Ultimate could feel too frenetic at times. We’re reducing both the movement speed and cooldown rate boost it grants so that it’s easier to aim during its effect for both allies and enemies, as well as there being fewer abilities being thrown about. The rest of the changes are primarily for quality-of-life improvements to make the abilities feel better to use.

  • Arm hit volumes width reduced 15%
  • Added an auto-wall climb hero option

Kitsune Rush

  • Ultimate cost increased by 10%
  • Movement speed bonus reduced from 50 to 30%
  • Cooldown rate reduced from 3 to 2 times faster

Protection Suzu

  • Cast time reduced from 0.15 to 0.1 second

Kunai

  • Ammo increased from 12 to 15

Swift Step

  • Ability input can now be held to activate

Mercy

Developer comments: This is a change that will enable Mercy to better defend herself or even go on the offensive at times. In 5v5 these situations occur much more often.

  • Weapon swap time reduced from 0.5 to 0.35 seconds

Caduceus Blaster

  • Ammo increased from 20 to 25

Bug Fixes

General

  • Fixed a bug that was causing Roadhog’s breaths to not be audible when viewing some animations in the Hero Gallery
  • Fixed a bug that caused some players to lose competitive challenge progress
  • Resolved an issue where several products couldn’t be unlocked from the Hero Gallery
  • Fixed an issue with the Lifesaver Challenge not counting Mercy’s Resurrect as a ‘Save’
  • Resolved an issue with purchases not immediately showing up after purchase
  • Fixed a bug with Torbjörn and Symmetra’s turrets displaying hostile red overlays in Deathmatch for the player that placed them

Maps

Busan

  • Fixed an area of the map where players could get stuck

Colosseo

  • Fixed geometry that allowed some heroes to contest undetected

Esperança

  • Fixed some areas that could be used to escape the playable space
  • Fixed geometry that allowed some heroes to contest undetected

Gibraltar

  • Fixed lighting issues across the map
  • Fixed some areas where Torbjörn could place his turret in unreachable spots

Nepal

  • Replaced some missing pillars on Sanctum

Rio

  • Fixed a bug that allowed some heroes to get inside of the payload

Route 66

  • Fixed lighting issues across the map

New Queen Street

  • Fixed some issues with shadows across the map
  • Fixed an area of the map where players could get stuck

Heroes

  • Heroes no longer take damage from their own abilities if they’re on the other side of a friendly barrier
  • Fixed an issue with the Damage Passive where sometimes a double reload animation could occur when the buff was active

Cassidy

  • Resolved an issue with some skins using the wrong props in the Flashbang victory pose

Doomfist

  • Fixed an issue where Doomfist’s Power Block reduced the damage from some area of effect abilities
  • Meteor Strike – You can no longer detect Sombra if the targeting reticle gets near her

D.Va

  • Fixed a bug that allowed players to use Self-Destruct during their Mech’s destruction while Hacked

Junker Queen

  • Jagged Blade can no longer be recalled while slept, stunned, hacked or frozen
  • Fixed an issue with Jagged Blade being consumed by friendly abilities like Deflect, Defense Matrix, etc.
  • Jagged Blade now takes a curved trajectory on return

Mercy

  • Guardian Angel now correctly resets its cooldown if Valkyrie is used
  • Guardian Angel ‘cancel boost’ is now disabled when Mercy is stunned

Moira

  • Junkrat’s Trap no longer displays at chest height in first person when using Fade

Pharah

  • Fixed a bug that reduced the ult cost of Rocket Barrage

Soldier: 76

  • Fixed an issue where Soldier 76 was unable to critical hit max range enemies during Tactical Visor

Symmetra

  • Fixed a bug that resulted in all voiceover being cut out when taking the Teleporter

Tracer

  • Fixed a big causing her Pulse Pistol damage falloff to not start until max range

Winston

  • Resolved an issue with the Werewolf skin and the Excuse Me highlight intro turning Winston red in the Hero Gallery

Zenyatta

  • Fixed an issue with melee not correctly animating if used to cancel alternate fire

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Elden Ring patch buffs Starscourge Radahn’s attacks back to where they should be

Elden Ring has buffed Starscourge Radahn back to a normal level after accidentally nerfing several of his attacks.

Just earlier today, the official Elden Ring Twitter account announced that update 1.03.3 had been published for the RPG on all systems. The new patch buffs several of Starscourge Radahn’s attacks, but don’t worry, because the patch is merely buffing the attacks back to the level that they should be at, after an earlier patch accidentally nerfed them.

See more

In other words, General Radahn’s now back in fighting shape, and he’s ready to pummel you into the ground once again. It’d be interesting to note which attacks from Radahn were accidentally nerfed in patch 1.03, but unfortunately neither Bandai Namco or FromSoftware are imparting that information right now.

Nonetheless, one of Elden Ring’s toughest bosses remains just as tough, thanks to this new patch. Although Starscourge Radahn is actually an optional boss in Elden Ring, he’s undoubtedly one of the hardest bosses to topple in the entire game, even if players do charge at him with an entire army of summoned allies (not counting you, Patches).

Elden Ring tips | Elden Ring secrets | Elden Ring Classes | Elden Ring Keepsakes | Elden Ring PS4 and PS5 comparison | How to get the Elden Ring horse | Elden Ring Rune farming locations | Elden Ring Summons | Elden Ring stats explained | How to level up in Elden Ring | Elden Ring respec and Larval Tears | Elden Ring merchants | How long is Elden Ring? | Elden Ring cheats | Elden Ring coop and multiplayer | Elden Ring endings | Everything to do in Elden Ring before NG+ 



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Aatrox, Sett, and Rumble to receive buffs in League Patch 12.4

Some underplayed marksmen and top laners of yesteryear will receive buffs in next week’s League of Legends Patch 12.4.

Riot Phlox, a designer on the team, tweeted out the list of champions due for changes, consciously omitting any items, including the bevy of fighter items, that were changed in Patch 12.3. Fighter items may be getting a patch to settle, but certain champions in that bucket evidently haven’t seen the boost back into the spotlight that Riot would like, and will be getting buffed directly, including Aatrox, Sett, and Illaoi.

The exact nature of the buffs should be revealed soon, but while Aatrox has seen some play here and there, Sett has fallen far from his days of being a four-lane flex pick on release. Illaoi has been mostly relegated to solo queue, but even there, her win rate in Patch 12.3 in Platinum+ play has been the fifth-worst of any top laner at 48.31 percent, according to Lolalytics.

Magic damage junglers haven’t seen the heights they did at last year’s Mid-Season Invitational since the tournament, but buffs to Rumble and Amumu might help that along. The meta in professional play has seen almost entirely physical damage junglers, despite some buffs earlier in the year to champions like Lillia.

Like most junglers of his ilk like Morgana and Lillia, a main difficulty in balancing AP-heavy, spellcasting-focused junglers is keeping clear speed reasonable, especially early on. It wouldn’t be surprising to see Rumble specifically have the “deals increased damage to minions and monsters” level pulled on his abilities again to bring him back into focus, but other changes could see him return to solo lanes.

Speaking of picks that were more popular in early 2021, marksmen with more early game focus have been largely absent from pro play, so the pendulum is being pushed back in that direction by Riot in this patch. Ashe and Kalista will get some love, along with Lucian (whose favorite lane partner, Nami, is also getting buffed by way of a nerf reversion), and Xayah. Xayah’s late-game potency is the stuff of legend, so Riot has been explicitly careful about buffing her too much.

That being said, outside of one hotfix in Patch 11.22, Xayah has gone 10 straight appearances in the patch notes in which she received a buff. The last time she was nerfed was in Patch 9.22. For reference, that was Senna’s release patch, way back in November of 2019. Neeko will also receive a buff of some kind in the upcoming patch.

Patch 12.4 is scheduled to release on Wednesday, Feb. 16.



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Warzone Pacific Dec 9 update patch notes: Cold War & MW weapon buffs & nerfs, bug fixes

Raven Software has released a new hot fix update for Call of Duty: Warzone Pacific on December 9 that includes weapon balancing updates across the field, effecting Modern Warfare, Cold War, and Vanguard weapons.


The new weapon balancing update for Call of Duty: Warzone Pacific brings in line a balance across the different game’s weapons, including Modern Warfare and Cold War weapons at the start of the new season.

This new weapon balancing update is live in Warzone. As noted previously, players can use the Modern Warfare & Cold War content in standard Battle Royale modes. Only Vanguard content is accessible in the Vanguard Royale modes.

The update also includes a variety of bug fixes for Call of Duty: Warzone Pacific.

Warzone December 9 Update Patch Notes

Bug Fixes

  • Fixed collision issues with various elements across Caldera allowing Players to exploit/peek/shoot through them.
  • Fixed an issue allowing access to items that Players weren’t supposed to see yet!

For more information on live issues, please visit our Warzone Trello Board.

Weapons

Weapon Adjustments

Numerous changes have been made to Vanguard (VG) Weapons and Attachments. Names, Descriptions, Pros, Cons, and Stat Bars have been updated in-game to reflect these changes.

In addition to the above mentioned Vanguard changes, the following Modern Warfare (MW) and Black Ops Cold War (BOCW) Weapon adjustments have been made:

» Assault Rifle «

  • AK-47 (BOCW)
    • Initial Recoil Deviation increased

We do not believe the AK-47 (BOCW) is imbalanced. However, we want to stay on top of Weapons that have a consistently fast Time to Kill by ensuring their handling and behavior is consistent with other similarly effective Weapons.

  • EM2 (BOCW)
    • Neck Damage Multiplier decreased to 1.1, up from 1.2
    • Recoil Magnitude increased
    • Recoil Deviation increased

The EM2 (BOCW) has exerted an impressive level of dominance over the long-range engagement space since its debut. Generally, this can happen when a Weapon’s Time to Kill potential is not met with adequate downsides. Slow-firing Weapons like the EM2 (BOCW) naturally lend themselves to higher-skilled players, as missed shots are far more detrimental. In the case of the EM2 (BOCW), we felt its mechanical input was not equivalent to its output. We have adjusted its Recoil behavior such that it will require more active Recoil countering. We are also reducing its Neck Multiplier – which will affect some of its ‘realistic’ TTK breakpoints while leaving its actual TTK potential unchanged.

» Marksman Rifle «

  • Crossbow (MW)
    • Neck Damage increased to 250, up from 200
    • Upper Torso Damage increased to 240, up from 200
    • Lower Torso Damage increased to 220, up from 200
  • Marksman Rifle Charlie (MW)
    • Flinch Resistance decreased by 62%

The Marksman Rifle Charlie (MW) and the Swiss K31’s (BOCW) have benefited greatly from heavily reduced Flinch – an attribute which has been exclusive to ‘aggressive’ snipers for quite some time. A considerable reduction to their base Flinch Resistance will require some acclimation, as veteran snipers will find that they can no longer challenge Assault Rifles as consistently while sustaining fire in long-range engagements.

  • R1 Shadowhunter (BOCW)
    • Neck Damage increased to 250, up from 200
    • Upper Torso Damage increased to 240, up from 200
    • Lower Torso Damage increased to 220, up from 200

The Crossbow (MW) and the R1 Shadowhunter (BOCW) have not received much attention since they landed in the Warzone. We are aiming to optimize their effectiveness without inadvertently creating all-out arrow warfare on Caldera.

» Melee «

  • Ballistic Knife (BOCW)
    • Upper Torso Damage increased to 248, up from 246
    • Lower Torso Damage increased to 225, up from 195
    • Upper Arm Damage increased to 200, up from 180
    • Lower Arm Damage increased to 190, up from 180
    • Upper Leg Damage increased to 200, up from 160
    • Lower Leg Damage increased to 190, up from 160

Similar to the Crossbow (MW) and the R1 Shadowhunter (BOCW), we are increasing the effectiveness of the Ballistic Knife (BOCW). A single, well-aimed piece of Tactical Equipment can put an enemy within one-shot range to the Upper Torso, creating a surprising one-two punch.

  • Baseball Bat (BOCW)
    • Lunge Distance decreased by 47%
  • Battle Axe (BOCW)
    • Lunge Distance decreased by 38%
  • Cane (BOCW)
    • Lunge Distance decreased by 46%
  • Mace (BOCW)
    • Lunge Distance decreased by 42%

Dying to Melee Weapons can often feel unfair (and unfun). Lunge distances could push some Melee Weapons over the edge when combined with the ability to achieve Melee Finisher damage in only two hits – giving Players only a few hundred milliseconds to react. As a result, even fully kitted Players could feel out-muscled in close quarters, which simply should not happen. Players wielding Melee Weapons will now be much less threatening granted there is not an overabundance of missed shots.

» Shotgun «

  • Shotgun Bravo (BOCW)
    • Movement Speed decreased by 1.2%
    • ADS Movement Speed decreased by 8.6%

With its inherent BOCW mobility, and generous magazine sizes, the Shotgun Bravo (BOCW) has remained a force to be reckoned with despite receiving several balance changes. Reducing the Shotgun Bravo’s (BOCW) mobility will make it more susceptible to the downsides one would expect from Weapons in its class. Without that mobility to quickly close the gap into its deadly Maximum Damage Range, the Shotgun Bravo (BOCW) will become a more equitable selection.

» Sniper Rifle «

  • Swiss K31 (BOCW)
    • Flinch Resistance decreased by 62%

» Submachine Gun «

  • OTs 9 (BOCW)
    • Maximum Damage decreased to 30, down from 31
    • Headshot Damage Multiplier decreased to 1.33, down from 1.52
  • Submachine Gun Alpha (BOCW)
    • Maximum Damage decreased to 20, down from 31
    • Headshot Damage Multiplier decreased to 1.41, down from 1.45
  • Submachine Gun Charlie (MW)
    • Fire Rate decreased to .08, down from .075
    • Sprint to Fire Speed decreased by 2.6%
    • Note: These changes only affect Warzone.

The OTs 9 (BOCW) has ruled over the short-range space for some time and changes to it will surely come as no surprise. As a preemptive measure, we will also be adjusting several Weapons that have been waiting in the wings to take its place once dethroned.  While it is sad to see our favorite Weapons take a hit to their effectiveness, we feel the pool of viable short-range Weapons will benefit from this anticipatory adjustment.

NOTE: An imminent update will further address Bloom and include adjustments to Weapons including the PPSh-41 (VG).

Attachments

Attachment Adjustments

» Optic «

  • G16 2.5x (VG)
    • Assault Rifles
      • Eye position shifted forward

The G16 2.5x has become the preferred Optic across Caldera. By shifting the eye position forward, we are creating a greater area of magnification which will better assist in carving out its identity.

» Stock «

  • Raider Stock (BOCW)
    • Movement Speed modifiers decreased by 25%
  • SAS Combat Stock (BOCW)
    • Movement Speed modifiers decreased by 25%

Warzone is a living, breathing, ever-evolving game. This demands that we not only regularly reflect on precise Weapon details but that we also, at times, take great pause to assess the state of the game holistically. Games that progressively introduce content, like Warzone, run the risk of experiencing ‘power creep’. It is important that intermittently, we compress the power level of certain aspects in the game that may be at risk of endangering the greater balance. We believe that the influx of a considerable amount of content is a most opportune time – during which we feel it is appropriate to adjust the most powerful mobility Attachments in Warzone. The sheer existence of these Attachments significantly warps not just this Attachment category for BOCW Weapons, but also requires that any future Weapon that intends to identify as ‘highly mobile’ must contest these values as a baseline. This dynamic forces the power level to slowly rise over time, which in turn must elicit a correction. This change will not be the last in addressing Weapon attributes that reach a peak in power that must be compressed to preserve our delicate ecosystem.

SOURCE: Raven Software

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Warzone Season 4 Reloaded weapon buffs & nerfs: ARs, Krig, C58, SMGs, MP5, more

Call of Duty: Warzone Season 4 Reloaded officially begins on July 15, and Raven Software has released the full patch notes for what’s new in version 1.39 in the Battle Royale, including details on the new game modes, weapon updates, bug fixes, and more.

Season 4 Reloaded of Call of Duty: Warzone includes the continuation of the Season 4 Battle Pass with 100 Tiers to progress through, alongside the first ever objective based game mode, Payload and new weapons to equip.

Raven Software has posted the patch notes for the new update. The new update will go live on July 14 at 9PM PT / 12AM ET on July 15 on all platforms with the Season 4 Reloaded content.

Black Ops Cold War’s Season 4 update went live on July 14, with patch notes for that update available.

Warzone Season 4 Reloaded Update File Size

  • PlayStation 5: 8.9 GB
  • PlayStation 4: 8.9 GB
  • Xbox Series X|S: 9.2 GB
  • Xbox One: 9.2 GB
  • PC: 9.2 GB (Warzone Only) / 10.4 GB (Warzone and Modern Warfare)

Note: PC users will also need 12.4-12.9 GB of additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.

The patch notes and information below are only applicable to Call of Duty: Warzone.

Warzone Season 4 Reloaded Patch Notes

Events

Blueprint Blitz, a Limited-Time Event

Similar to Double XP weekends, we will start activating a new special global Event where Contraband Contracts automatically spawn after you complete two regular Contracts. Contraband Contracts award you with a permanent Weapon Blueprint reward if you’re able to extract it from the DZ, in addition to tons of Cash within your current match.

Blueprint Blitz should give you the opportunity to earn plenty of Weapon Blueprints from prior seasons. If you missed out or didn’t play Warzone during the time these were originally available, Contraband Contracts award you with previous Seasonal rewards after you complete the Contract.

Note: This Event will only apply to the core BR and Plunder modes.

Modes

Payload

Warzone’s first-ever objective-based game mode – Payload – pits two teams of 20 Players against each other in a race against time. Players drop in to escort two caravans of vehicles through a series of Checkpoints or sabotage the mission. Build or destroy barriers and purchase buildings to aid in your squad’s mission, and be sure to collect any Contracts you find around Verdansk as they will help lead to success. If the attacking team escorts all vehicles across all Checkpoints within the time limit, they win the match. The defending team can not only pick attackers off the payload vehicles to slow them down, but also buy and build obstacles to stall these vehicles on the tracks. This all happens as Operators are dropping in constantly with their own custom loadouts, searching for items across Verdansk like Cash and Killstreaks to aid their team in escorting or stopping the Payloads.

Look for Payload in the upcoming Featured Playlist Rotation as part of Season Four Reloaded.

Map

  • Red Doors
    • Further intel suggests that these Red Doors will appear [[REDACTED]] and take you to [[REDACTED]].

General

  • New Prestige items added:
  • The Killchain Perk now increases the chance to obtain all Warzone Killstreaks from loot.

Gameplay

  • Loot that spawns across Verdansk has been adjusted as follows…
    • New Gulag loadouts
    • The Sentry Gun Killstreak can be found in Red Door Control Rooms
    • The Specialist Token is now slightly more common in core BR
  • Combat Bow Killstreak damage has been increased and it will now down enemies who are directly hit.
  • Players will now drop their current equipment directly behind them when looting a Loadout Drop.
  • Vertical camera movement will no longer be locked when sliding on a downward slope.
  • Dirt Bike Updates:
    • Wheelies!
      • Lean back to lift the Dirt Bike and initiate a wheelie.
      • Lean forward to increase steering sensitivity and allow the Dirt Bike to perform sharper turns.
      • The Dirt Bike now supports leaning forward and backward in the air as well, so make sure to position yourself for that perfect landing.

We are excited to share that we are planning the debut of two new Warzone-specific Perks. Alongside them, High Alert will also be receiving an update that allows players to hear Dead Silent footsteps.

Until then, we may see a Weapon make its long-awaited debut in Verdansk. 😉

Bug Fixes

  • Fixed an issue where the PS5 120hz mode couldn’t be activated while HDR was enabled.
  • Fixed an issue with the Xbox One S that would prevent Players from joining matches in Verdansk Playlists.
  • Fixed several issues that resulted in Players crashing due to Dev Error 5573.
  • Fixed additional collision issues with various elements across Verdansk allowing Players to exploit/peek/shoot through them.
  • Fixed an issue causing melee attacks to one-shot other Players if simultaneously equipping Armor Plates.
  • Fixed an issue preventing Players from saving custom mods on the Shotgun Bravo (BOCW).
  • Fixed an issue preventing Players from saving custom mods on the Tactical Rifle Charlie (BOCW).
  • Fixed an issue with older Graphics Cards displaying shadows incorrectly.
  • Fixed an issue with Rebirth Crates appearing open when they should be closed.
  • Fixed an issue where the Ice Drake’s Barrel was obstructing the Player’s sight when ADSing with an Axial Arms 3x Optic.
  • Fixed an issue allowing Players to briefly use Weapons after being downed if the Gas Mask animation was still active.
  • Fixed an issue where a Bounty Target would still be tracked after death.
  • Fixed an issue allowing Players to access an out of play area in the Downtown Tower.
  • Fixed an issue where Players could fire their Weapons after being downed with a rocket launcher.
  • Fixed an issue with the Tactical Rifle Charlie (BOCW) where its Maximum Reserve Ammo was 150 instead of 210.
  • Fixed an issue where the hipfire reticle on the Light Machine Gun Alpha (BOCW) wouldn’t appear when the Visiontech 2x optic was equipped.
  • Fixed an issue preventing Players from interacting with the Buy Battle Pass button after pressing an arrow key.
  • Fixed an issue causing the “Celebratory Smoke” Gesture visual effects in Warzone to not match the Black Ops Cold War version.
  • Fixed an issue causing various Blueprints in Warzone to not match the Black Ops Cold War version.
  • Fixed an issue causing various Weapon Dynamic Icons to appear misaligned on the ingame UI.
  • Fixed an issue causing the Dirt Bike icon to appear larger on the Tac Map than other vehicles.
  • Fixed an issue causing Players to remain stuck on the Purchasing screen/animation when attempting to purchase the Battle Pass.
  • Fixed an issue causing the hat on Beck’s “Spray Paint” Skin to appear translucent.
  • Fixed an issue causing the Ballistic Knife to appear misaligned in third-person.
  • Fixed an issue causing the Precision Airstrike Killstreak A-10 Thunderbolt II jet to remain in the sky until the end of the match.
  • Fixed an issue causing Mastery Camos to apply inconsistently on various Blueprints.
  • Fixed an issue causing incorrect animations while performing a melee attack in a crouched position.
  • Fixed an issue where the Infil icon was the incorrect vehicle type.
  • Fixed an issue causing the Bullfrog (BOCW) model to appear misaligned while equipped in the Primary Weapon slot.

Dirt Bike:

  • Fixed an issue where Players would be unable to exit the Dirt Bike if it got stuck.
  • Fixed an issue where Players in the passenger seat would not be able to melee other Players.
  • Fixed an issue where picking up a fallen Dirt Bike would not play a pickup animation.
  • Fixed an issue where detonating C4 on a Dirt Bike could kill Players in your squad.
  • Fixed an issue where the Dirt Bike could be positioned to prevent doors from opening.
  • Fixed an issue where the Helicopter blades would not kill Players riding a Dirt Bike.
  • Fixed an issue where the Dirt Bike could get stuck if navigated to be resting on its underside.
  • Fixed an issue where the kill feed icon for the Dirt Bike was the ATV.
  • Fixed an issue where the Dirt Bike minimap icon was larger than other vehicle icons.
  • Fixed an issue in Plunder where Player vision was partially blocked with bags of money.

UI, UX, More

  • New Social Menu Tabs: Recent Squad and Recent Lobby
    • Added two new tabs to the Social Menu to display recent squad mates and recent game lobby members so that Players can more easily find, friend, and play with their recent team members.
    • Other Players that the Player interacted with during a match will be automatically sorted to the top of the Recent Lobby list to make it easier to report instances of cheating and/or toxicity even after the match has ended.

Accessibility

The following new features focus on three primary areas of accessibility: Hard of HearingBlind/Low-Vision, and Cognitive Overload.

  • Text Chat Behavior (Time On Screen): Added a new accessibility option to change the visibility duration of incoming messages. Players can adjust the length of time that the text chat widget stays on screen when a new message is received. This feature is intended to support Hard of Hearing and Cognitive Overload Accessibility. 
    • Players can choose their desired text chat behavior from the following options: 
      • Off: The text chat will never show on the HUD for new messages
      • Default: When new messages are received, the text chat will stay on screen for 3 seconds. This is the legacy behavior that has been in use in Warzone.
      • Medium: When new messages are received, the text chat will stay on screen for 15 seconds. 
      • Long: When new messages are received, the text chat will stay on screen for 30 seconds. 
      • Extended: When new messages are received, the text chat will stay on screen for 60 seconds. 
         
    • This setting can be found by opening the Accessibility Options Menu and selecting Text Chat Behavior (Time On Screen) under the Visuals tab.
    • Alternatively, this setting can be found by opening the Options Menu and selecting Text Chat Behavior (Time On Screen) under the General tab.

Non-verbal communication is a cornerstone of Warzone gameplay and we are leveraging accessibility-oriented playtesting and our Warzone Accessibility FAQ feedback form to explore improvements to our text chat features. By adding more customizability to the amount of time the text chat stays on-screen when new messages are received, we hope Players will be better supported in strategically communicating with their squad without needing to rely on external hardware, such as headphones. However, we want to avoid spamming Players with additional HUD messaging during moment-to-moment combat, so we have also added an advanced version of this feature that allows Players to choose which of their incoming messages have longer or shorter on-screen durations. In effect, Players will be able to choose to keep squad messages on-screen for longer, while quieting down things like system messages. Alternatively, for Players with disabilities related to cognitive overload, the Text Chat Behavior (Time On Screen) feature allows Players to turn off in-game text chat notifications on the HUD entirely, so that messages can be received without causing disruption or disturbance that hinders the gameplay experience.

  • Advanced Text Chat Behavior (Time On Screen): The advanced version of the Text Chat Behavior (Time On Screen) accessibility option allows Players to customize the visibility duration of incoming messages according to message type. In other words, Players can choose different visibility durations for Player Messages compared to System Messages. In addition, Players can select Always On Screen to prevent the text chat element from fading from the HUD. 
    • This can be accessed by navigating to the Text Chat Behavior (Time On Screen) option and selecting the “Advanced” button underneath.
    • Players can choose their desired text chat visibility duration for incoming Player messages (only) with the Player Messages Behavior setting.
    • Players can choose their desired text chat visibility duration for incoming system messages (only) with the System Messages Behavior setting. 
    • Both of these settings provide the following options to choose from: 
      • Off: The text chat will never show on the HUD for new messages
      • Default: When new messages are received, the text chat will stay on screen for 3 seconds. This is the legacy behavior that has been in use in Warzone.
      • Medium: When new messages are received, the text chat will stay on screen for 15 seconds. 
      • Long: When new messages are received, the text chat will stay on screen for 30 seconds. 
      • Extended: When new messages are received, the text chat will stay on screen for 60 seconds. 
         
    • Always On Screen: This setting is accessed from the Advanced Text Chat Behavior (Time On Screen) option. When enabled, the text chat widget will stay permanently on-screen while in-game. This setting is intended to support Cognitive Overload and Blind/Low-Vision Accessibility by eliminating the need for rapid peripheral visual localization and language processing of a temporary HUD element under time pressure.
  • New Message Sound Alert: Added a new accessibility option to enable sound alerts when receiving new messages. This feature is intended to support Blind/Low-Vision Accessibility by providing a second channel for information communication – adding the sound alert allows Players to have an audio cue for new messages rather than only a visual cue. This setting applies in-game as well as in the front-end.
    • Players can choose from the following options to customize which messages they’d like to receive d sound alerts for: 
      • Disabled: (Default) No audio cue will be played when new messages are received. 
      • Player Messages Only: An audio cue is played when new messages are received from other Players. 
      • System Messages Only: An audio cue is played when new system messages are received. 
      • Both: An audio cue is played when any new message is received, including party chat and system messages.
         
    • This can be found by navigating to the Visuals tab within the Accessibility Options Menu and selecting New Message Sound Alert. Alternatively, this setting can also be found by navigating to the Options Menu, going to the General tab, and selecting New Message Sound Alert. 

This text chat feature improvement was also inspired by our internal accessibility-oriented playtesting and our online Warzone Accessibility FAQ feedback form. By using audio to provide a second channel of visual information communication, we hope that this option better supports Player-to-Player communication for blind and low-vision Players. Adding an audio cue helps alleviate the need for visual acuity at the periphery of the screen, where the text chat element lives. In addition, this feature will allow all Players, regardless of ability/disability, to have an indication of when new messages are received when they are away from their gaming setup, not looking at the screen, alt-tabbed out of the window, etc.!

Weapons

New Weapons (BOCW)

  • OTs 9: Submachine Gun (Launch Week)
    • Full-auto SMG. Impressive firepower at close range with good visibility while firing. Reliable recoil control with a smaller magazine size.
  • Mace: Melee (In-Season)
    • Brutal new melee Weapon arriving later in the season, unlockable via in-game challenge or Store bundle.

The following changes are our first major step towards increasing the average Time-to-Kill within Warzone. It is important to note that these Weapon adjustments were not made in a vacuum. When evaluating an individual change, some may seem quite drastic, but they were made holistically and in a way that supported a lock-step increase in average TTK across multiple Weapon categories. Torso Multipliers were a considerable focus of these changes with how often they would act as flat damage increases given how consistently that location could be hit. With reductions to these multipliers, we are placing a bigger emphasis on precision — a move which we feel is ultimately healthy for the game.

Statistically, there will always be a ‘best weapon’. That is the nature of a competitive game. Players will seek out and employ any advantage they can, regardless of how miniscule it may be. We will take great care to ensure that the ‘best weapon’ never overstays its welcome and has effectiveness that scales with the skill of the handler. Conversely, there are also a great deal of players who prefer a myriad of options to choose from. Our goal is to provide exactly that. We will continue to compress outliers, both over and underperforming, until each Weapon is viable at the very least. We do not want players to feel they are at a distinct disadvantage for not conforming to the generally accepted ‘best weapon’.

We will be closely monitoring Weapon performance to ensure the game is in a healthy state following the biggest balance update in the history of Warzone.

Assault Rifles

  • AK-47 (BOCW)
    • Headshot Multiplier decreased from 1.62 to 1.5
    • Upper Torso Multiplier decreased from 1.2 to 1
  • AK-47 (MW)
    • Upper Torso Multiplier decreased from 1.2 to 1.1
  • C58 (BOCW) 
    • Headshot Multiplier decreased from 1.62 to 1.58
    • Upper Torso Multiplier decreased from 1.2 to 1
    • Lower Torso Multiplier decreased from 1.1 to 1
    • Maximum Damage Range increased by 8%
    • Recoil increased
  • CR-56 AMAX (MW)
    • Headshot Multiplier increased from 1.5 to 1.55
    • Upper Torso Multiplier decreased from 1.1 to 1
  • Assault Rifle Bravo (MW)
    • Headshot Multiplier decreased from 2.05 to 1.62
    • Upper Torso Multiplier decreased from 1.2 to 1.1
  • FARA 83 (BOCW)
    • Maximum Damage decreased from 31 to 29
    • Recoil increased
  • FFAR 1 (BOCW)
    • Headshot Multiplier decreased from 1.5 to 1.4
    • Maximum Damage decreased from 27 to 25
    • Minimum Damage decreased from 25 to 23
    • Maximum Damage Range decreased by 20%
    • Neck Multiplier increased from 1 to 1.2
  • Assault Rifle Golf (MW)
    • Upper Torso Multiplier decreased from 1.2 to 1.1
  • Grau 5.56 (MW)
    • Minimum Damage increased from 22 to 24
  • Groza (BOCW)
    • Maximum Damage decreased from 28 to 27
    • Maximum Damage Range increased by 4.5%
    • Headshot Multiplier decreased from 1.62 to 1.5
    • Upper Torso Multiplier decreased from 1.2 to 1.12
    • Lower Torso Multiplier decreased from 1.1 to 1
    • Recoil pattern smoothed
  • Krig 6 (BOCW)
    • Minimum Damage increased from 25 to 26
  • M13 (MW)
    • Minimum Damage increased from 19 to 20
  • Assault Rifle Charlie (MW)
    • Maximum Damage decreased from 28 to 27
    • Minimum Damage increased from 22 to 23
  • Oden (MW)
    • Upper Torso Multiplier decreased from 1.3 to 1.2
  • QBZ-83 (BOCW)
    • Minimum Damage increased from 22 to 24
    • Base Move Speed reduced by 3%
    • Base ADS Move Speed reduced by 5%
    • Upper Torso Multiplier increased from 1.1 to 1.2
    • Lower Torso Multiplier increased from 1 to 1.1
  • RAM-7 (MW)
    • Maximum Damage decreased from 28 to 26
  • XM4 (BOCW)
    • Maximum Damage decreased from 32 to 30
    • Minimum Damage decreased from 28 to 27
    • ADS Speed decreased slightly
    • Recoil increased slightly

Light Machine Guns

  • M60 (BOCW)
    • Maximum Damage increased from 36 to 37
    • Headshot Multiplier increased from 1.5 to 1.6
  • MG 34 (MW)
    • Maximum Damage decreased from 31 to 29
    • Minimum Damage decreased from 28 to 27
    • Headshot Multiplier decreased from 1.5 to 1.4
    • Upper Torso Multiplier decreased from 1.1 to 1
  • MG 82 (BOCW)
    • ADS Speed decreased slightly
  • Light Machine Gun Alpha (MW)
    • Maximum Damage increased from 31 to 32
    • Maximum Damage Range decreased by 7%
    • Upper Torso Multiplier decreased from 1.1 to 1
  • SA87 (MW)
    • Upper Torso Multiplier decreased from 1.2 to 1.1
  • Light Machine Gun Alpha (BOCW)
    • Maximum Damage decreased from 34 to 33
    • Upper Torso Multiplier decreased from 1.1 to 1

Sniper Rifles

  • Swiss K31 (BOCW)
    • ADS animation updated
    • Now shares a base reticle with the ZRG 20mm

Submachine Guns

  • AK-74u (BOCW)
    • Maximum Damage decreased from 35 to 31
    • Minimum Damage increased from 25 to 26
    • Headshot Multiplier decreased from 1.62 to 1.6
    • Upper Torso Multiplier increased from 1 to 1.1
    • Bullet Velocity increased by 5%
  • Submachine Gun Alpha (MW)
    • Minimum Damage increased from 25 to 26
    • Headshot Multiplier decreased from 1.62 to 1.47
  • Bullfrog (BOCW)
    • Maximum Damage decreased from 32 to 31
    • Headshot Multiplier decreased from 1.62 to 1.5
    • Left Upper Arm Multiplier increased from .9 to 1
    • Right Upper Arm Multiplier increased from .9 to 1
    • Left Upper Leg Multiplier increased from .9 to 1
    • Right Upper Leg Multiplier increased from .9 to 1
  • KSP-45 (BOCW)
    • Headshot Multiplier decreased from 1.62 to 1.57
  • LC10 (BOCW)
    • Maximum Damage decreased from 30 to 27
    • Minimum Damage decreased from 25 to 24
    • Headshot Multiplier decreased from 1.62 to 1.55
  • Mac-10 (BOCW)
    • Maximum Damage decreased from 24 to 23
    • Minimum Damage decreased from 20 to 19
  • Milano 821 (BOCW)
    • Recoil increased slightly
    • Maximum Damage range decreased by 12%
    • Headshot Multiplier decreased from 1.62 to 1.38
    • Upper Torso Multiplier decreased from 1.2 to 1.1
    • Lower Torso Multiplier decreased from 1.1 to 1
  • Submachine Gun Alpha (BOCW)
    • Maximum Damage decreased from 33 to 31
    • Minimum Damage decreased from 25 to 24
  • Nail Gun (BOCW)
    • Maximum Damage decreased from 50 to 46
    • Headshot Multiplier decreased from 1.62 to 1.45
    • Upper Torso Multiplier decreased from 1.28 to 1
  • Submachine Gun Echo (MW)
    • Maximum Damage decreased from 35 to 34
    • Minimum Damage increased from 25 to 26
  • PPSh-41 (BOCW)
    • Maximum Damage decreased from 28 to 26
  • ISO (MW)
    • Minimum Damage increased from 20 to 21
  • Submachine Gun Delta (MW)
    • Minimum Damage increased from 25 to 26
  • Fennec (MW)
    • Maximum Damage decreased from 25 to 24
    • Minimum Damage decreased from 20 to 19

Tactical Rifles

  • Tactical Rifle Charlie (BOCW)
    • Headshot Multiplier decreased from 1.8 to 1.7
  • CARV.2 (BOCW)
    • Headshot Multiplier decreased from 1.7 to 1.6
  • M16 (BOCW)
    • Headshot Multiplier decreased from 1.8 to 1.6 

Attachments

  • BOCW Sniper Optics with 4x or greater magnification will now state that they have optic glint.

Operators

New Operator:

  • Weaver: NATO (In-Season)
    • Obtainable in Warzone as part of the Tracer Pack: Weaver Operator Bundle, available in the Store later in Season Four Reloaded. 
      • This Bundle includes the “Kremlin’s Eye” Operator Skin based on his original Black Ops incarnation, in addition to three Legendary Weapon Blueprints and a new Finishing Move.

STORE

  • CDL Team Supporter Pack – New Player Signatures to Prepare You for Champs
    • Rep your squad or favorite Players through various Calling Cards, Emblems, and Weapon Stickers. This pack will receive a free in-season update with 10 new Stickers. These signature Stickers are for Players who made major roster moves during the season, a few standout rookies, and one coach who broke barriers for European competitive Call of Duty during its early history. Any new purchases of this pack will include these Stickers for free, while those who previously purchased it will automatically receive items as soon as they become available across Black Ops Cold War and Warzone.  
  • Special Ops: Pro Pack – The Pro Pack is Back in Black 
    • This six-item Bundle contains a Legendary new skin for Portnova and two Legendary Weapon Blueprints – one based on the FARA 83 and the other built on the AK-74u – plus a Calling Card and Emblem.

SOURCE: Raven Software

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