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Nail Gun - BO6 Special.
- Increased Nail Gun ammo count from 15 to 20. - Addressed an issue in Demolition that allowed the bomb to be defused from unintended distances when sliding into a defuse. - Addressed an issue that could prevent Optics to be properly attached on the Essex Model 07. - Addressed an issue that caused certain Underbarrel Attachments to show as incompatible when equipping the G-Grip Underbarrel. - Addressed an issue where Underbarrel Drill Charge launcher projectiles could have looping audio. - Increased damage per bullet for Death Machine from 20 to 30. - Addressed an issue where some modes were displayed twice in the Private Match modes list. - Addressed an issue that could prevent the Safe Area in Interface settings to be selectable. - Competitive Map Pool Additions - CDL Search & Destroy - Addressed an issue that prevented the target dummy from moving to the correct damage range positions while testing the Ladra SMG. - Addressed an issue with the map geo near Deadshot Daiquiri Machine in The Tomb. - Reduced the interaction time to call Exfil. - Addressed an issue where players may get blocked from moving forward after taking the ascender in Terminus. - Addressed an issue where a control panel displayed bright lights in Terminus. We’re back with some more Grief updates for Season 04 Reloaded! We've been monitoring the mode after previous changes, watching your feedback, and playing matches with all of you, and here’s what we’ve landed on for this update... Player-to-Player Interactions: We believe that slowing and pushing other players, as well as interrupting revives, are core to the Grief experience. However, we do believe that interrupting other players’ health regen has caused players to over-index into melee builds. Starting with Season 04 Reloaded, these player-to-player interactions will no longer interrupt the other player's health regen. GobbleGum Updates: Keeping a close eye on the data, we’re restricting GobbleGums that remove skill as an element of reviving your teammates in Grief: these include Near Death Experience, Phoenix Up, and Nowhere But There. New Rewards: As a little extra encouragement for players to finish out a match, Grief will now serve as a new way to earn Whimsical GobbleGums. The winning team will receive two random Whimsicals, and the other team will receive one random Whimsical once Victory and Defeat are declared. Grief Adjustments: We've previously mentioned that we don't believe any Griefs should be able to be ignored, and we’ve made changes across the board in this update to make every Capture Zone count. Additionally, after a Capture Zone has been completed, zombies will begin to enter the space faster to make sure they're a constant threat. As always, we’ll keep an eye on how these changes affect the mode. Thanks for playing and keep your feedback coming! - Player-to-player interactions no longer interrupt player health regen. - Near Death Experience, Phoenix Up, and Nowhere But There GobbleGums are now restricted in Grief. - New rewards for players at the end of a match: 2 Whimsical GobbleGums for Winners, 1 Whimsical for those defeated. - Zombies now begin spawning faster after a Capture Zone is completed. - Will now drain the player's Field Upgrade charge after weapon ammo has been drained. - Duration extended to 60 seconds. - Player will now be completely frozen initially and will begin to thaw, eventually moving at 50% speed. - Duration extended to 60 seconds. - Duration extended to 60 seconds. - No longer allows players to manually pick up weapons while the Grief is active. Players can still pick up auto-loot items (Armor plates, Salvage). - Addressed an issue where the Mecha Drake Weapon Blueprint, with the Akimbo stock attachment, would become a single weapon after Pack-a-Punch. - Addressed an issue where launcher projectiles from the Underbarrel Drill Charge could result in looping audio. - Addressed an issue with the SFX in third person when using PHD Slider and Tribologist augments for PHD Flopper. - Addressed an issue where Quick Revive would not be in the correct placement on the bleed out bar. - Addressed an issue where the icon in the Tactical Slot is missing once the player’s equipped Incantation is empty in Citadelle des Morts. - Addressed an exploit with Shock Charges. - Addressed an issue where the Frost Blast unlock condition shows incorrect information. - Addressed an issue where players are unable to shoot out of the Tentacle Trap after being grabbed while Dark Flare is active. - Adjusted single Power-Up GobbleGums spawn to prioritize the time of activation to calculate the spawn location. It will fall back to activate immediately if no valid location can be found to spawn the Power-Up. - Addressed an issue where the Power-Ups icon overlaps the banner when grabbing more than one in rapid succession. - Addressed an issue where the in-game Intel Splash for the Aetherella Statue displays, but does not unlock in the menu. - Addressed an issue where the Doppelghast could clip through the ground and die underneath the map. - Addressed an issue where a zombie enemy was missing eye glows in Citadelle des Morts. - Addressed an issue where the weapon UI icon may not appear on the weapon from the Mystery Box. - Addressed an issue where the Void Cannon showed an incorrect name in the match notifications. - Addressed an issue where the low health warning was triggering early. - Addressed an issue where graphical corruption can be seen from the distance in Service Tunnel in Shattered Veil. - Addressed various stability issues. - Addressed an issue where players could see an error message when using a Permanent Unlock Token. - Addressed an issue where the “Storm Rage” Weapon Blueprint’s VFX could persist for the player and their teammates when obtained as ground loot. - Addressed an issue where players could experience an error when switching loadouts. - Addressed an issue where the Rapid Fire Mod was not functioning as intended. - Addressed an issue where the “Numbers Woods” Operator Skin for Woods would appear bright red in the lobby. - Addressed an exploit with Shock Charges. Today, we’ve deployed a new round of Grief tuning changes focused on reducing match length and increasing the intensity of each game. The biggest of these changes boosts the threat of the zombies, so even our base zombies feel dangerous early on and only get deadlier as the rounds go up. When the pace of the game increases, so should the danger of making a mistake! With these new damage values, we’re targeting 4 hits to go down for players who've been keeping up with their Perks and Armor buys. We’ve also implemented changes to limit players’ ability to extend a match beyond its intended ceiling. Today’s update limits GobbleGum availability by extending the machine’s cooldown to 5 minutes, with more tweaks to GobbleGum usage potentially planned for the future based on player data. Salvage drops have also been reduced from 100 to 50 per pickup, Chopper Gunner and Mutant Injection can no longer drop from Specials and Elites, and crafting Self-Revives is now limited to 1 per player. This should all result in more intense sessions for everyone... and ideally fewer multi-hour matches! 😅 Like you, we've also been bummed out by AFK players in our matches and will now kick them out sooner. We’ve got more updates in testing, and the team is continuing to work on making all Griefs more impactful. Until then, jump in and let us know how these changes are feeling once you’ve gotten a few matches under your belt. P.S.: For those unaware, each victory in a Capture Zone awards that team 2,000 Essence, so get on it! - Enemy-based melee damage against players now escalates faster than Standard Zombies modes. - Starting at Round 1, enemies will do increased melee damage (1.5x) in Grief. - Enemy melee damage will continue to scale to a maximum scalar (4x) after round 20. - Increased GobbleGum machine cooldown to 5 minutes. - Salvage pickup value reduced from 100 to 50. - Self-Revive crafting limit reduced to 1 per player. - Chopper Gunner and Mutant Injection Support items can no longer drop from Special or Elite enemies. - AFK players are now kicked after 60 seconds of inactivity. - Addressed an issue that prevented players from viewing Barrel attachments for the AS VAL. - Addressed an issue where the player’s Equipment and Field Upgrade HUD elements could appear grayed-out when another player activated Mutant Injection. - Addressed various stability issues. - Damage of the “Rapid Fire” Fire Mod attachment has been properly adjusted to match the damage of the AK-74 Assault Rifle. - FFAR 1 Weapon Blueprints now have the appropriate number of attachments. - Underbarrel launchers can now be properly equipped on the “Combo Bash” FFAR 1 Weapon Blueprint. - Hudson, Mace, and R0-Z3 now properly preview at the Operator Select screen. - Closed an exploit that allowed players to equip Weapon Camos that were not unlocked. - Addressed an issue where Mastercraft Icons were not being displayed for the LC10 “Storm Rage” Weapon Blueprint in the customization menu. - Addressed an issue where players would see an icon next to matchmade players’ names instead of their level when queuing into an MP match. Thank you to everyone who’s been diving head-first into Grief! It's been awesome watching your videos, reading your posts, and playing along with you. We’re focused on moving quickly to make the mode even better and have identified several changes for today and upcoming updates based on player data. First up: melee spam. We want melee attacks to stay relevant as a mechanic to mess with enemy players, but it shouldn’t be the meta. We’re taking our first steps to address this by reducing the amount of flinch when hit by enemy player melee attacks, and making sure melee attacks from the same weapon won't apply a new stun and slow until previous stun and slow effects are over. Next: length of matches. Our target ceiling is around 30 minutes and we’re seeing some matches last well over an hour (or two!), so we’ve got some updates. Today, we’ve increased the number of kills required to charge Aether Shroud and Healing Aura so they’ll be less reliable as get-out-of-jail-free options when your team’s in trouble, and we have other changes in testing to make later rounds deadlier. We’re also planning to reduce the amount of Salvage in play to prevent Support stacking, as well as ways to prevent GobbleGum spam and further limit the number of craftable Self-Revives. Third: we want to make all Griefs feel impactful. We’re working on the best ways to increase their “Griefiness” so that Weapon Carousel isn’t the only one you’re afraid of, and to incentivize more players to capture those zones. Look for those changes in a future update. Thanks again for playing, and let us know how these new changes feel in-game. - Significantly reduced the flinch effect when hit by enemy player melee attacks. - Repeated melee attacks from the same weapon no longer apply a new stun and slow until previous stun and slow are over. - Aether Shroud and Healing Aura Field Upgrades now take longer to charge. - 240 kills for Healing Aura. - 180 kills for Aether Shroud. - Addressed an issue where players could occasionally lose the ability to use their weapons after Weapon Roulette. - Weapon Roulette now grants players appropriate weapons. - Addressed an issue where Wonder Weapons could unintentionally be brought into matches. - Reduced the number of map icons outside of the Grief Arena. - Addressed an issue where the Model L "Drain Hazard" Blueprint was missing Mastercraft UI elements for the Barrel Attachment category. - Addressed an issue where the LC10 "Storm Rage" Blueprint was missing Mastercraft UI elements for the Barrel Attachment category. - Addressed an issue where the Kompakt 92 "Printed End" Blueprint was missing Mastercraft UI elements for the Stock Attachment category. - A feature test that surfaced select store content in the Loadout menus was published in the Season 04 update in error. This feature has now been removed from the live game. - The following changes for Ranked Play were made on 5/30. - Competitive Maps and Modes have been corrected to follow the CDL Competitive Settings. - Vote to Forfeit has been reenabled. - Live Pings have been disabled. - Addressed an issue where the weapon held by the Random Operator for Crimson One would be misaligned. - Addressed an issue that prevented players from using ascenders, zip lines, and other fast travel mechanics when Anywhere But Here or Nowhere But There were equipped to an active GobbleGum pack. (Added on 5/30) - Addressed an issue where the “Hunker Down” Challenge would not be completed when reaching Round 15. - Addressed an issue that could prevent Players from inspecting the profile of another Player in their lobby. - A fix has been deployed to address inaccurate Zombies Lifetime Leaderboard stats for players who are Prestige 10 or higher. (Added on 5/30) - Addressed an issue that could prevent the white screen from fading after completing a challenge in Grief. - Addressed various stability issues. ### WELCOME TO SEASON 04 Though he once had the chance to end Vikhor “Stitch” Kuzmin’s reign of terror, Adler spared his nemesis after they met at the culmination of Black Ops Cold War. Kuzmin was later captured and locked up in an Icelandic CIA black site until he might prove useful. Following the events and evidence uncovered by the deceased CIA Agent Jason Hudson, that day has come, and in an unlikely team up, Adler and team have broken Stitch out from his confinement, seeking his help to crack the codenames needed to find the Pantheon moles. To succeed, the two must put their past behind them in pursuit of a new goal. Get in on the action when this stacked offering launches tomorrow, May 29 at 9AM PT across all platforms. Looking for Call of Duty: Warzone Patch Notes? Raven Software has you covered right here. - Before breaking out Stitch, Adler and team first need to cut off the power to the black site prison, bringing them to a hydroelectric plant built on the rugged volcanic terrain of Iceland. Fight in and around the central building housing the now wrecked Turbine or dive down the Sluice into the Lake, its waters hugging the plant’s south end by the Transformers. Jump up by the red container to target enemies from far out or swim back onshore to reach the Atrium and Parking. - Deploy to a secret CIA black site in a remote part of Iceland, the very location where Stitch has been imprisoned until Adler brings him in as an unlikely ally for an urgent operation. With the power out, Adler and his crew seize their chance to infiltrate the prison, climbing, zipping, and battling their way through the frozen compound. - Traffic comes to a halt as Pantheon reinforcements race toward the prison but get ambushed by the Rogue team. Leave the road and seek out targets over the rugged terrain of the Cliffside or move inland, ambushing enemies at the Waterfall. - In this twist on Kill Confirmed, two teams are given a limited number of lives each round as they fight to be the last surviving team. Players drop a dog tag on death that can be picked up by the enemy to confirm the kill or by a teammate to deny the opposing team. Survive longer than the other team or hold the most remaining lives when the timer ends to win the round. ### New Weapons (Multiplayer & Zombies) LC10 - SMG (Battle Pass) - Full-auto submachine gun. Excellent accuracy and range, with a moderate rate of fire. Average mobility and very slow handling for its class. - Returning after its debut in Call of Duty: Black Ops Cold War, the LC10 SMG spits out rounds fast coupled with good accuracy and range, moderate damage, and a quick reload to get you back into the fight. FFAR 1 - Assault Rifle (Battle Pass) - Full-auto assault rifle. Very high rate of fire and excellent CQB power, but slower handling and mobility. - Boasting a blazing fast fire rate that rivals the SMG weapon class, this bullpup Assault Rifle is designed for taking down targets fast. The somewhat unpredictable recoil favors burst fire when tackling distant targets, but once you’re locked on it’s all over for them. Essex Model 07 - Marksman Rifle (In-Season, Event Reward) - Lever-action marksman rifle. High damage potential. Balanced by slower rate of fire and handling. - Inflict heavy critical point damage with this lever-action tactical rifle. An ideal tool for the new sheriff in town, this classic armament offers smooth handling with shots that quickly recenter after kicking up. Choose from a variety of Levers to further customize the weapon’s action, improving ADS speed, sprint to fire speed, and other movement abilities. - Vertical foregrip with integrated laser for improved firing stability, horizontal recoil control, and tightened spread when transitioning between hipfire and aiming down sights. Beam: Blue. Blocks Laser attachments. - Available for SMGs (except PP-19) and Assault Rifles Stryder .22 3-Round Burst Mod (Launch, Event Reward) - Convert the Stryder .22 into a 3-round burst. Drastically improves fire rate and maintains manageable gun kick but alters the weapon’s damage profile outside of the effective range. SVD Full Auto Mod (In-Season, Event Reward) - Convert the SVD from semi-auto to full-auto functionality, ramping up the speed of your damage output and drastically improving recoil and handling. - Alter the TR2 Marksman Rifle to fire handgun caliber rounds, resulting in a Marksman Rifle with a compact frame and fully automatic capabilities that rival fire rates of an SMG! ### New Scorestreak (Multiplayer & Zombies) - Powerful semi-automatic launcher that can fire up to four rockets in one load. - Wield the Grim Reaper, a quad tube loaded Launcher capable of inflicting heavy damage on enemies. Whether targeting Operators or locking on to enemy Scorestreaks, the Grim Reaper’s payload delivers a huge explosion. The weapon is lost if you’re taken out, so save it for the right moment and bring backup to ensure you have the protection needed to unleash havoc. ### Grief Returns to Zombies Not seen since Black Ops 2, Grief returns to Zombies! This fan-favorite mode pits two teams of four against each other, with both sides vying to out-survive the other. As the battlelines are drawn between S.A.M. and Director Richtofen, each team pledges their support to one of these rivals at the start of a match, subsequently receiving handler comms support from one of them throughout the ensuing chaos. - 4v4 competitive mode where two teams outwit and outlast each other. Capture zones to debuff enemies. No damage against other players. Respawns every third round. - Available Maps: Liberty Falls, Terminus, Citadelle des Morts, The Tomb, Shattered Veil. - Restricted: Wonder Weapons, GobbleGums: Exit Strategy, Idle Eyes, Wonderbar!, Time Out, and Flavor Hex (Season 04 GobbleGum). - For more details about the return of Grief visit the COD Blog. - A mysterious new set of hidden Calling Cards and bounteous amounts of XP are available at the start of Season 04, thanks to a fresh drop of Zombies Dark Ops Challenges. Who knows... maybe there’s even one for Grief. - “Bullets deal explosive damage. Each bullet has a chance to create an explosion that destroys armor.” - Modify your ammunition to explode the toughened armor of certain normal and Special undead enemies. This mod also has a second benefit, creating an area-of-effect blast radius at the same time, whether any armor is shattered or not. - Shatter Blast can be used against Elite enemies. Expect an impressively sized explosion. - On explosion, three additional explosions occur in rapid succession. - For every enemy that has its armor destroyed by Shatter Blast, armor health will be restored for the player. - Increase the size of the explosion. - Increase the explosion damage. - Normal enemies are knocked down by the explosion. Available at Launch, crack your teeth on three new GobbleGums, available across all maps once you earn or unlock them and equip them in your GobbleGum Loadout Pack. - Explosive Flourish (Epic): Reloading your weapon creates an explosion around you. GobbleGum lasts 2 minutes. - Flavor Hex (Legendary): Activates a random Ultra GobbleGum. - Rainburps (Whimsical): Zombies killed belch sparkly rainbow bubbles. Lasts 3 minutes. - Adjusted start spawns for Search and Destroy. - Fixed water alignment with ground. - Fixed rendering distance on building. - Fixed missing geometry on a wall. - Fixed collision along the street to stop equipment from falling through. - Made improvements to Free For All spawn logic. - Addressed an issue that could prevent the first Infected player from accessing their Loadout. We are kicking off Season 04 with burst-fire marksman rifle and LMG improvements, as well as adjustments to several assault rifles. Both the burst weapons and the LMGs can be quite strong but challenging to use effectively in fast-paced gameplay. Our changes are aimed at areas where these two classes struggle with that faster pacing. The assault rifle adjustments are more targeted. Overall, assault rifle balance is in a good spot, as is the class’s balance in the greater meta. The changes here are meant as small corrections to the highest and lowest performers. This update also includes adjustments to a handful of attachments across multiple classes. These attachment changes are intended as an early step to address some variances within the weapon classes, and we’ll have more comprehensive attachment balancing planned for an upcoming update.
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