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He 1 - BO7 silahı.

- Increased Stock Ammo from 5 to 11 - Increased Inner Explosion Radius from .4 meters to 3.25 meters - Increased Mid Explosion Radius 1.6 meters to 4.1 meters - Increased Outer Explosion Radius 3.26 meters to 5 meters - Lowered Inner Explosion Damage from 1045 to 800 - Increased Mid Explosion Damage from 475 to 600 - Increased Outer Explosion Damage from 220 to 400 - Addressed an issue where camos were not being applied to Zombie Builds. - Closed an exploit that allowed players to have 3 weapons. - Addressed an issue where Wallbuy rarity would reset when loading into a save. - Addressed an issue where yellow damage numbers would appear when hitting a critical spot with the Ray Gun. - Addressed an issue where Dying Wish could activate when diving from large heights while protected from fall damage. - Addressed an issue where Elemental Pop would prevent normal Ammo Mod activations. - Turtle Shell will now apply damage mitigation when being grabbed by an Amalgam. - Addressed an issue where diving onto an elevated or inclined surface, such as stairs or up a hill, would not activate the perk. - Addressed an issue that prevented players revived by Near Death Experience from keeping all their Perks. - Adjusted the description for the Energy Mine to no longer say it deals Electrical damage to accurately reflect the damage type. - Increased Dark Flare damage from 20% to 40% of the base zombie max health per tick. - Addressed an issue where an extra charge on Field Upgrades would be lost when loading a save. - Addressed an issue that could cause the Mutant Injection to end early when near water. - Addressed an issue that allowed the player to pick up a Sentry Turret while using Mutant Injection. - Reduced self-damage from the LDBR. - Closed an exploit that allowed keeping a save file after it had already been loaded. - Addressed an issue where zombies charmed by Brain Rot could prevent the player from completing an exfil. - Addressed an issue where loading a save would disable the rampage inducer if it was active. - Addressed an issue where zombies would throw guts at the end camera if the player leaves the match to end the game. - Addressed an issue where rarely the round would not end after killing all zombies. - Addressed an issue where the Amalgam could grab the player while slowed. - Addressed an issue where the Amalgam could pull players into walls causing them to get stuck. - Addressed an issue where diving while being hit by knockback from Patient 13 could push the player further than intended. - Addressed an issue that prevented the Abomination from spawning inside Fuller’s Liberty Lanes. - Addressed an issue where the Abomination could fire off a beam attack before leaving a spawn closet. - Addressed an issue that would prevent one elite from spawning consistently during exfil from rounds 16 onward - Updated S.A.M. Trials that required the player to not take damage to display a progress bar instead of a timer. - Addressed an issue where players would be able to use Equipment, Scorestreaks, and fire weapons during the Boat Race awards sequence. - Addressed an issue where XP was being awarded to all weapons being used in an assist instead of just the last one. - If two weapons were used in an assist only the last one used by the players getting the assist will be awarded XP. - Addressed an issue where Wall Buys would not progress the Prestige 8 Challenge Value Town. - Addressed an issue where Legendary GobbleGums would progress the Ultra Prestige 8 Challenge Full Power instead of Ultra GobbleGums. - Addressed an issue where the Liberated Challenge could be completed by saving and quitting before starting the final encounter. - Addressed an issue that would complete the Social Distancing and Invincible Challenges by joining a game in progress. - Addressed an issue that would complete the Harbinger of Doom Challenge when loading into a saved game and using a Scorestreak. - Addressed an issue where the Prestige 5 Challenge Fire & Forget would mention needing a Bombing Run medal instead a Lethality medal. - Addressed an issue where the player would not complete Outrageous Challenge until Round 16 instead of Round 15. - Addressed an issue where loading a save past Round 25 would complete the Sticks N’ Stones Challenge. - Addressed an issue where the Dark Journey Challenge could show as not complete when unlocking Nebula on 33 weapons and being awarded the Calling Card. - We have updated the detection logic to determine if a player is AFK during an active match. - This should reduce the amount of false positive AFK kicks in Zombies. - Added AFK Kick warning UI to ZM - Updated visuals on all GobbleGums to improve readability. - Addressed an issue where the Boat UI would overlap with the Map with the Central Command HUD preset. - Addressed an issue where the Drop Node Connecter prompt during the Terminus Main Quest would overlap with the Map with the Central Command HUD preset. - Addressed an issue where the Round number would initially be displayed incorrectly when loading a save. - Addressed an issue where the Weapon Stats on the AAR would show the loadout players started with instead of the loadout they ended with. - Addressed an issue where some items would show the wrong text on the Tac Map when pinged. - Removed Multiplayer information from Melee Weapon descriptions. - Added a Highest Round icon to the AAR when reaching a new personal highest round. - Added a timer to the scoreboard. - Added a notification when picking up Intel. - Addressed an issue on PS4 where some effects would stop rendering at higher rounds. - Addressed an issue where some effects for the Mutant Injection were not working when Sprinting. - Addressed an issue where the character effects from Brutus would be present during Mutant Injection. - Addressed an issue where some damaged vehicles would not have smoke effects. - Addressed an issue where the game could crash when attempting to start a solo match after playing in splitscreen. - Addressed an issue where sometimes the player would be unable to Save & Quit with the error "The game failed to save for an unknown reason. Try again later." - Added numerous stability fixes. For regular updates about all Call of Duty® related live issues, follow @CODUpdates. For updates about Call of Duty®: Black Ops 6 Multiplayer and Zombies, follow @Treyarch and visit the Black Ops 6 Trello Board . For regular updates about Call of Duty®: Black Ops 6 Campaign and Warzone™, follow @RavenSoftware . For regular updates about Call of Duty®: Modern Warfare III, follow @SHGames . For updates about Call of Duty®: Modern Warfare II, follow @InfinityWard . For all sorts of other franchise content, check out our Call of Duty® blog . *Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features. ### Weapon Damage Patch Notes Presentation & Explainer Whether you're new to the franchise or a long-time fan, understanding how your weapon of choice deals damage is an essential aspect of Call of Duty gameplay. In the past, our patch notes used some terms to describe damage values at various ranges that could create some mild confusion for some players. In Black Ops 6 and Warzone: Season 01, we aim to avoid this confusion two-fold: - Creating a new Weapon Damage Adjustment table for Black Ops 6 and Warzone: Season 01 patch notes. - Establishing Weapon Damage Range definitions for Black Ops 6 and Warzone: Season 01 moving forward. ### Weapon Damage Adjustment Table New in Black Ops 6 and Warzone: Season 01, we're introducing a new table to highlight the changes a weapon has undergone from one patch to the next. You'll find it nested within our existing tables in our attempt to keep information as detailed and centralized as possible. This new table will comprise three columns (Damage Range, Pre-Patch, and Post-Patch) and rows of up to five to account for each applicable Damage Range for a given weapon. In each Pre-Patch/Post-Patch cell, the corresponding Damage and Range (in meters) values will be found. For easier understanding, we'll identify "positive" (⇧) and "negative" (⇩) adjustments with an arrow like what you see in-game. Here's an example of the C9 Adjustment we made during the Beta. ### EXAMPLE ONLY: SMG Adjustments
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