
With Warzone Season 3 starting very soon, the patch notes for the corresponding update have been released. They go into greater detail about the upcoming changes and adjustments coming to the title.
While we wait for the season to kick off, we have gathered all the relevant information from the patch notes so you can read them down below.
Release date
Season 3 for Warzone will kick off on Thursday, April 3rd at 9:00 AM PT (5:00 PM UTC). A day before, the game will go through a 24-hour maintenance period and players won't be able to play until Season 3 launches.
We expect users to be able to preload the update hours before its release to have everything ready for launch.
Patch notes
Leaving aside everything about the new content that was already announced through the roadmap and blog posts, here are the Warzone Season 3 patch notes:
Global
Console Cross-Play Settings
In Season 03, we're giving console players more granular options by separating the MP Ranked Play and Call of Duty: Warzone Ranked Play settings and adding a new Multiplayer-only setting for Quickplay, Featured, and Party Games matches.
Each of these three settings (Multiplayer Ranked Play, Call of Duty: Warzone Ranked Play, and Multiplayer Unranked) will include the following options:
- On: Enables matchmaking with all gaming platforms when playing in the selected playlists.
- On (Consoles Only): Enables matchmaking only with other consoles when playing in selected playlists.
- May negatively impact matchmaking queue times.
- Off: Restricts matchmaking to your current gaming platform only in selected playlists.
- Will negatively impact matchmaking queue times.
Additional details on how these settings interact with party members who are on different platforms.
- Players in a party who all belong to the same console platform will matchmake with the party leader’s preferred cross-play settings.
- Players who have selected "Cross-Play Off" and create a mixed platform party that includes a different console platform will have their cross-play settings temporarily adjusted to "Cross-Play On (Consoles Only)" to enable matchmaking. This temporary adjustment enables matchmaking for the duration of the mixed platform party, and disbanding this party will result in preferred matchmaking settings being restored.
- Players who have selected "Cross-Play Off" and create a mixed platform party with a PC player will have their cross-play settings temporarily adjusted to "Cross-Play On." This enables matchmaking for the duration of the mixed platform party, and disbanding this party will result in preferred matchmaking settings being restored.
- Reminder: Adjusting Cross-Play settings may negatively impact matchmaking queue times.
UI/UX
Pre-Loading Shaders Improvements
- Improved menu framerate stability while compiling shaders.
- The Pre-Loading Shaders warning has been split per game mode.
- Significantly reduced the time required to compile shaders before launching a match.
- A new menu widget was added in the lobby to indicate the progress of Pre-Loading Shaders to let you know when you are ready to play!
PC Benchmark
- ICYMI: The PC Benchmark remains a useful tool to optimize your gaming experience. Located in the Graphics Settings menu of Black Ops 6 Multiplayer, it simulates a multiplayer match to help you fine-tune your graphics for optimal performance and higher framerates.
Customization
- Weapon & Blueprint Customization
- You’re now able to customize any Black Ops 6 base weapon or Weapon Blueprint with a skin you’ve unlocked or purchased, across Multiplayer, Zombies, and Call of Duty: Warzone.
- For Base Weapons, you can only change the skin of the Base Weapon, not any Attachments.
- For Blueprints, you can customize the skins with other existing Attachments.
Challenges
- BlackCell
- BlackCell Daily Challenge
- BlackCell owners can now complete an additional Daily Challenge in Multiplayer, Zombies, and Call of Duty: Warzone for an added 7,500 XP each. The BlackCell Daily Challenge counts toward the 3 challenges needed to earn the Daily Challenge Bonus XP.
Maps
Verdansk
- Below is a recap of some of the improvements made to Verdansk that players can expect to see - as outlined in the Return to Verdansk blog:
- Trees slightly repositioned from the original map.
- Non-drivable vehicles clearly marked as smoldering wreckage.
- Swimming now possible - southern coastline expanded into Kastovian Sea (not critical to gameplay).
- Improved traversal in steep areas - new "goat trails" added.
- Shorter telephone/electrical poles for easier parachute landings.
- Additional ladders and adjusted paths to rooftops for better accessibility.
- Doors now double-hinged, allowing barging, shooting, or blowing open/closed.
- Ascenders returning mid-season, already available in Plunder mode; updated to faster "L" shape design for increased fluidity and speed when getting on and off
- Enhanced exterior lighting, improved visibility, and reduced glare.
- Interior lighting adjusted to reduce hiding spots, especially against dark corners.
- Added detail enhancements, such as extra debris and scenery around Fire Stations and riverbanks.
- And for console players, the ability to view Verdansk in up to 120 FOV for the first time.
- Gulag Showers
- The original Gulag from 2020 is back, with all three variants included.
- Gulag Overtime: Capture the Flag (CTF)
- When Gulag match-ups don’t resolve fast enough, a flag will spawn in the middle of the arena. The winning player is the one that either dispatches their rival as normal or captures the flag within the time limit.
Returning
- Rebirth Island
- Rebirth Island, which is currently live, will remain part of our Season 03 offering. Resurgence Quads will be added to the playlist shortly after the launch of Season 03, with the remaining squad sizes coming later into the season.
General
- 150 Players
- The number of players in a Battle Royale match has been increased to 150 players, up from 120.
- There are 152 players in the Quads playlist.
- Freefall Shooting
- Players can shoot while freefalling (also known as skydiving) using their secondary weapon. If no secondary weapon is equipped, they will default to their backup pistol.
- 360-Degree Revive Rotation
- Players can now rotate their view 360 degrees while reviving a squadmate, instead of being fixed on their squadmate's downed position, giving the perfect opportunity to call out if your squadmate is being pushed by an enemy as they revive you
- End-Game Circle Pacing
- The gas circle pacing is faithful to the original timings of the gas closing as well as the circle size and movement. This means that Battle Royale matches will run longer to create a more well-defined initial looting phase.
- Map Assets
- Many models and textures found across Verdansk now feature classic aesthetics including but not limited to Armor Plates, Armor Satchels, Buy Stations, and Contracts.
Gameplay
Classic
- Ascenders on Verdansk Battle Royale
- To bring back the classic feel of Verdansk, external ascenders have been disabled at launch but are scheduled to return in the mid-season.
- Internal ascenders within elevator shafts remain operational.
Adjustments
- Gulag Loadouts
- Loadouts within the Gulag has been reworked to improve variety and balancing.
- These loadouts will change as the game progresses, allowing players that return to the field victorious to do so with a competitive weapon in hand for a better chance at recovery.
- Infil & Backup Pistol
- Players will now infil and spawn with the 9mm PM, replacing the GS45.
- Late-Game Redeploy
- Late-game redeployments will now spawn players closer to the ground, reducing the need to hover while positioning during final circles. This system has not been turned on since BO6 launched.
- Player Respawn Angles Quality of Life
- Players will now respawn looking approximately 30 degrees downward instead of directly at the horizon, providing a clearer view of potential landing areas.
- This adjustment aligns with natural player behavior when scouting landing spots.
- Unsuppressed Red Dot Distance
- The distance at which unsuppressed weapons display a red dot has been reduced in Resurgence to better align to the map size:
- Reduced to 112.5 meters on Rebirth Island, down from 250
Loot and Economy
Adjustments
- Ground Loot Refresh
- Common to Epic weapons now sport a selection of random attachments that align with the weapon’s natural strengths.
- Legendary weapons come with a variety of fixed builds tailored to specific roles, that are randomly selected match over match.
- This change aims to maintain the excitement of random loot while preserving the reliability of weapon performance.
- High Value Loot Zones
- This season, HVLZs remain consistent every match, allowing players to reliably identify Hospital, Military Base, and Superstore as Points of Interest (POIs) with enhanced ground loot and an increased number of Supply Boxes.
- Further enhancements to this feature will be added in future updates.
- Duffel Bags, Medical Cabinets, & Weapon Lockers
- These sources of loot have been removed to better service the classic feeling of Verdansk.
- Second Chance Mechanics
- The following items have been removed from loot:
- Gulag Tokens
- Reinforcement Flares
- Redeploy Tokens
- The only available methods to return after death are:
- Gulag Victories
- Buy Station Buybacks
- Jail Break Public Events
- Self-Revive Kit
- Self-revives can only be acquired via the following sources:
- Legendary Supply Boxes → Random drop
- Scavenger Contract → Random drop
- Buy Station → $4,000
- Fire Sale → Free
- Death Tax
- Cash dropped upon death has been adjusted to assist players returning from the Gulag, providing them with a larger portion of their previous cash balance for mid-to-late game recovery:
- 50% of the cash balance will drop on the ground
- 50% will remain with the eliminated player, up from 20%
- Previously, 50% of the cash balance dropped on the ground, with players keeping 20% and 30% being entirely removed from the economy.
- Loot Angle Quality of Life
- Interactions now require more precise aiming to reduce accidental item pickups, resolving most unintended looting situations, such as inadvertently picking up items during reloads.
- Rarity Outlines
- Rarity outlines now gradually fade into view only when players are within a logical proximity, rather than remaining visible at all distances.
- Loot Card Positioning
- Loot cards are now centered over items to improve readability, particularly when combined with floating loot.
- Loot cards remain at a fixed height rather than moving with the player's view.
- Loot cards are hidden when players sprint, dive, slide, or use lethals, tacticals, and field upgrades.
Buy Stations
- Vertical Redesign
- The vertical list is back! The Buy Station interface has been streamlined, returning to a vertical list layout to more clearly display purchasable items and teammates eligible for redeployment.
- The left side of the Buy Station now clearly shows all gear available for purchase, including equipment, killstreaks, and field upgrades.
- The right side of the interface will display teammates who have been eliminated and are eligible for buyback, provided they are not currently awaiting a Gulag battle.
- Importantly, controller players can still press ‘Up’ to access the ‘Loadout Drop Marker’ in one button press as we wanted to retain the carousel interface to allow for quick access to items further down the list.
- To enhance navigation efficiency and emphasize loadout acquisition, individual weapon purchases have been removed.
New
- Redeploy All Button Quality of Life
- We have introduced a single-button shortcut at Buy Stations, allowing players to redeploy all teammates simultaneously.
- Although the Redeploy All button is executed with one button press, individual flares and sound effects will trigger for each teammate redeployed, alerting nearby enemies to the total number of returning players.
- In scenarios where insufficient funds prevent buying back the entire squad, the Redeploy All feature will prioritize teammates carrying the highest cash amounts.
- Item Icons Quality of Life
- Each entry in the vertical buy station now shows the icon of its respective item, as we found that this vastly sped up the at-a-glance navigation in playtesting.
- Item Count Quality of Life
- Players can easily see how many of an item they already own while in the Buy Station before making a decision on what to purchase.
- Category Subheaders Quality of Life
- We appreciate that for new players, being able to see the equipment category like “Killstreak” or “Field Upgrade” is helpful to know what item slot will be equipped or swapped when an item is purchased.
Adjustments
- Spawn Locations
- Buy Stations will spawn in the same exact 30 static locations across every match.
- Inventory Pricing
- We have updated the prices of the various items in the buy station as follows:
- Armor Plate: $300
- Cluster Strike: $3,000
- Precision Airstrike: $5,000
- UAV: $6,000
- Gas Mask: $3,000
- Self Revive: $4,000
- Munitions Box: $2,500
- Armor Box: $4,000
- Loadout Marker:
- Solos: $6,000
- Duos, Trios, Quads: $10,000
- Squadmate Redeploy: $4,000
- Interact Angle
- The Buy Station can now be accessed from any angle, including behind it, providing increased flexibility during tense engagements.
Movement
Adjustments
- Movement Speed
- Crouch Movement Speed reduced by 10%
- Crouch-to-Stand Speed increased by 15%
- Crouch-to-Stand Speed While ADS increased by 39%
- Prone Movement Speed reduced by 5%
- Sprint Movement Speed reduced by 4.9%
- Directional Sprint Animation Blend Speeds increased for improved fluidity
- Jump Cooldown
- Reduced the cooldown by 40% for improved responsiveness during repeated jumps.
- Omni-sprint Side & Back Speed Scaling
- Reduced by 8.5%, to better balance strafe movement.
- Slide Friction
- Increased by 4% to reduce overly slippery engagements.
Contracts
- Recon Contract
- Replacing the Intel contract, the Recon Contract provides players with a 4-minute timeframe to capture a designated domination point.
- Rewards for completion include cash and a preview of the next circle.
- Supply Run
- The much-loved “Supply Run” Contract returns! Players have 2 minutes to reach a designated Buy Station to earn rewards, which include cash and a single-item Fire Sale for each squad member at the targeted Buy Station.
- Supply Run contracts will not appear on the map until the first circle has fully collapsed.
- Contract Multiplier
- Returning from the Verdansk era, the contract multiplier enhances cash rewards as players complete more contracts.
- Each contract completed now grants a +30% cash bonus, stacking up to a maximum of +150% additional cash rewards in both Battle Royale and Resurgence modes.
- Tablet Models
- All contracts have reverted to their original tablet models, providing players with a nostalgic experience.
Adjustments
- Spawn Rebalancing
- Contract spawn rates have been adjusted throughout base Battle Royale to enhance distribution and improve overall gameplay balance.
- Payout Updates
- Contract payouts have been updated to align more closely with values reminiscent of the Verdansk era, although not exactly matching them.
- Supply Run and Recon contract payouts are now standardized to match the Scavenger contract values in both Battle Royale and Resurgence modes.
- Completing a Most Wanted contract no longer results in a supply cache drop.
- Plunder-specific contract payouts have been adjusted for consistency across modes.
- Recon Contract Progress Quality of Life
- Added upward arrows indicating how much faster a Recon contract is being captured by your team depending on how many players are on the target location assisting with the capture.
Equipment
Adjustments
The following is an outline of the full arsenal of Lethal & Tactical equipment - including how to acquire them across a match in Battle Royale on Verdansk:
Available via Map Loot
- Lethals
- C4
- Frag Grenade
- Molotov
- Semtex Grenade
- Spring Mine
- Thermite
- Throwing Knife
- Tacticals
- Concussion Grenade
- Decoy Grenade
- Experimental Gas
- Flashbang
- Smoke Grenade
- Snapshot Grenade
- Stim Shot
Available via Customizable Loadout
- Lethals
- Blast Trap
- Combat Axe
- Drill Charge
- Impact Grenade
- Thermo Grenade
- Tacticals
- Neurogas Mine
- Prox Alarm
- Shock Charge
- Spy Camera
Satchels
- Available Satchels
- Armor Satchel
- Munitions Satchel
- Available via Bandolier Wildcard
Armor
Adjustments
- Maximum Armor Plates
- Default maximum capacity reduced from 6 to 5 to match the classic experience.
- Armor Satchel Capacity
- Now increases plate capacity by an additional 3 plates (totaling 8 armor plates when equipped), down from the previous 6, to also match the classic experience.
- Armor Drops
- Eliminated players will consistently drop at least 1 armor plate in Battle Royale and Resurgence matches.
- This does not apply to bots in Bootcamp and Battle Royale Casual.
- Gulag Armor Removed in Unranked
- In unranked Battle Royale modes, the Gulag now features health-only combat, placing greater emphasis on precision and tactical movement, reminiscent of the classic Gulag experience.
- Armor Plate Color Improvements Quality of Life
- The Armor Plate color has received an improvement where the color hue will be darker if the player doesn’t have full plates. The color will remain the familiar bright color hue when the players are full. This will better indicate to players when they have almost full plates.
Field Upgrades
New
- Field Upgrades in Squad Widget Quality of Life
- The Squad Widget now expands to display squadmates' active Field Upgrades to show their entire inventory to allow for improved comms and strategy.
Adjustments
- Enabled
- Armor Box
- Deployable Cover
- Heartbeat Sensor
- Munitions Box
- Recon Drone
- Trophy System
- Utility Box (Available via Battle Ready Wildcard)
- Disabled
- Deployable Buy Station
- Portable Decontamination Station
- Portable Radar
- Portable Redeploy Drone
- Redeploy Drone Beacon
- Reinforcement Flare
- Scrambler
- War Cry
- Heartbeat Sensor
- Increased battery life from 60 to 120 seconds.
- Reclaimable Field Upgrade Icon Quality of Life
- An interactable icon (white dot) now appears on reclaimable Field Upgrades to better highlight that they can be re-equipped.
Killstreaks
Adjustments
- Enabled
- Advanced UAV (Available via activating three consecutive UAVs in a row)
- Cluster Strike
- Precision Airstrike
- Supply UAV (Available via Battle Ready Wildcard)
- UAV
- Disabled
- Bunker Buster
- Care Package
- Counter UAV
- Foresight
- Napalm Strike
- SAM Turret
- Sentry Turret
- Precision Airstrike Indicator
- To return to the classic feeling of Verdansk, the Precision Air Strike Mini-Map notification that was added last year has been removed.
- Crowded Airspace Notification Quality of Life
- The "Airspace too crowded" message will now appear when a player attempts to pick up or aim down sights (ADS) with a killstreak in an area where too many aerial killstreaks are currently active.
- This removes uncertainty about killstreak usability upon looting.
Perks
Adjustments
- Lootable Perks
- All lootable perks have been removed from Battle Royale as we return to the classic feeling of Verdansk.
- These may return in a future update depending on feedback.
Weapons
Adjustments
Assault Rifles
- AK-74
- Maximum Damage Range damage increased from 36 to 45.
- Maximum Damage Range range reduced from 0-58.4m to 0-43.1m.
- Medium Damage Range 1 damage increased from 33 to 35.
- Medium Damage Range 1 range reduced from 58.4-76.2m to 43.1-55.8m.
- Minimum Damage Range damage increased from 29 to 31
- Minimum Damage Range range reduced from >76.2m to >55.8m.
- Headshot multiplier increased from 1.07x to 1.2x
- Lower Torso multiplier increased from 0.9x to 0.95x
- Leg multipliers increased from 0.88x to 0.95x
- Bullet Velocity increased from 830m/s to 840m/s
- AMES 85
- Maximum Damage Range damage increased from 28 to 34
- Maximum Damage Range range reduced from 0-50.8m to 0-31.7m.
- Medium Damage Range 1 added.
- Minimum Damage Range damage reduced from 25 to 24.
- Minimum Damage Range range reduced from >50.8m to >40.6m.
- Headshot multiplier increased from 1.1x to 1.2x
- Leg multipliers increased from 0.95x to 1x
- Bullet Velocity decreased from 810m/s to 790m/s
- AS VAL
- Maximum Damage Range damage increased from 27 to 32.
- Maximum Damage Range range reduced from 0-48.2m to 0-38.1m.
- Medium Damage Range 1 damage increased from 24 to 27.
- Medium Damage Range 1 reduced from 48.2-66m to 38.1-50.8m.
- Minimum Damage Range damage increased from 22 to 23.
- Minimum Damage Range range reduced from >66m to >50.8m.
- Headshot multiplier increased from 1.07x to 1.15x
- Lower Torso multiplier decreased from 0.92x to 0.85x
- Leg multipliers decreased from 0.92x to 0.85x
- Bullet Velocity increased from 790m/s to 815m/s
- Aim Down Sight movement speed increased from 3.2m/s to 3.3m/s
- Movement speed increased from 4.7m/s to 4.8m/s
- CHF Barrel
- Vertical Recoil penalty reduced from 50% to 30%.
- Cypher 091
- Maximum Damage Range damage increased from 42 to 48.
- Maximum Damage Range range reduced from 0-45.7m to 0-39.3m.
- Medium Damage Range 1 damage increased from 37 to 41.
- Medium Damage Range 1 range reduced from 45.7-71.1m to 38.3-48.2m.
- Minimum Damage Range damage increased from 35 to 37.
- Minimum Damage Range range reduced from >71.1m to >48.2m.
- Lower Torso multiplier decreased from 0.95x to 0.88x
- Leg multipliers decreased from 0.9x to 0.88x
- GPR 91
- Maximum Damage Range damage increased from 32 to 40.
- Maximum Damage Range range reduced from 0-36.8m to 0-33m.
- Medium Damage Range 1 damage increased from 28 to 33.
- Medium Damage Range 1 range reduced 36.8-50.8m to 33-45.7m.
- Minimum Damage Range damage increased from 25 to 27.
- Minimum Damage Range range reduced from >50.8m to >45.7m.
- Headshot multiplier increased from 1.07x to 1.1x
- Lower Torso multiplier decreased from 1x to 0.8x
- Reduced visual recoil
- Krig C
- Maximum Damage Range damage increased from 35 to 38.
- Maximum Damage Range range reduced from 0-50.8m to 0-44.4m.
- Medium Damage Range 1 reduced from 50.8-71.1m to 44.4-55.8m.
- Headshot multiplier increased from 1.1x to 1.2x
- Upper Torso and Arm multipliers from 1x to 1.05x
- Bullet Velocity increased from 815m/s to 820m/s
- Model L
- Maximum Damage Range damage increased from 35 to 44.
- Maximum Damage Range range reduced from 0-47m to 0-33m.
- Medium Damage Range 1 added.
- Minimum Damage Range reduced from >47m to >43.2m.
- Headshot multiplier increased from 1.1x to 1.15x
- Lower Torso multiplier decreased from 0.85x to 0.8x
- Leg multipliers decreased from 0.85x to 0.8x
- XM4
- Maximum Damage Range damage increased from 27 to 32.
- Maximum Damage Range range reduced from 0-34.2m to 0-30.4m.
- Medium Damage Range 1 damage increased from 24 to 26.
- Medium Damage Range 1 range reduced from 34.2-48.2m to 30.4-40.6m.
- Minimum Damage Range range increased from >48.2m to >40.6m.
- Headshots multiplier increased from 1.04x to 1.1x
- Lower Torso multiplier decreased from 0.89x to 0.8x
- Bullet Velocity decreased from 800m/s to 780m/s
- 100 Round Mag size decreased to 80
- 3-Round Burst Mod
- Burst Fire Delay reduced from 160ms to 140ms.
- Goblink MK2
- Aim Down Sight speed improved from 240ms to 230ms
SMG
- C9
- Maximum Damage Range damage increased from 36 to 38.
- Maximum Damage Range range reduced from 0-12.2m to 0-12m.
- Medium Damage Range 1 damage increased from 31 to 34.
- Medium Damage Range 1 range reduced from 12.2-22.8m to 12-20.3m.
- Minimum Damage Range damage increased from 26 to 27.
- Minimum Damage Range range reduced from >22.8m to >20.3m.
- Headshot multiplier increased from 1.1x to 1.2x
- Lower Torso and Leg multipliers decreased from 1x to 0.9x
- Jackal PDW
- Maximum Damage Range damage increased from 41 to 48.
- Maximum Damage Range increased from 0-10.1m to 0-10.9m.
- Medium Damage Range 1 damage increased from 31 to 41.
- Medium Damage Range 1 range increased from 10.1-18.2m to 10.9-18.8m.
- Medium Damage Range 2 added.
- Minimum Damage Range damage increased from 26 to 32.
- Minimum Damage Range range reduced from >27.9m to >18.8m.
- Headshot multiplier increased from 1.07x to 1.15x
- Lower Torso and Leg multipliers decreased from 0.83x to 0.7x
- Increased recoil strength and deviation
- Vertical Foregrip
- Horizontal Recoil improvement reduced from 30% to 20%
- Ranger Foregrip
- Horizontal Recoil improvement reduced from 13% to 10%
- Kompakt 92
- Maximum Damage Range damage increased from 25 to 30.
- Maximum Damage Range range increased from 0-10.5m to 0-13.2m.
- Medium Damage Range damage increased from 22 to 23.
- Medium Damage Range adjusted from 10.5-20.3m to 13.2-19.3m.
- Minimum Damage Range damage increased from 17 to 19.
- Minimum Damage Range range reduced from >20.3m to >19.3m.
- Upper Torso multiplier decreased from 1.1x to 1x
- Lower Torso and Leg multipliers decreased from 0.95x to 0.85x
- 3-Round Burst
- Reduced View Kick strength and deviation
- Reduced Gun Kick strength
- KSV
- Maximum Damage Range damage increased from 33 to 36.
- Maximum Damage Range range reduced from 0-13.9m to 0-12.7m.
- Medium Damage Range 1 damage increased from 29 to 32.
- Medium Damage Range 1 range reduced from 13.9-24.9m to 12.7-20.8m.
- Medium Damage Range 2 removed.
- Minimum Damage Range reduced from >35.5m to >20.8m.
- PP-919
- Maximum Damage Range damage increased from 42 to 43.
- Maximum Damage Range reduced from 0-11.9m to 0-11.4m.
- Medium Damage Range 1 damage increased from 32 to 38.
- Medium Damage Range 1 range reduced from 11.9-21.3m to 11.4-20m.
- Medium Damage Range 2 removed.
- Minimum Damage Range damage increased from 26 to 30.
- Minimum Damage Range range reduced from >30.7m to >20m.
- Headshot multiplier increased from 1.04x to 1.2x
- Lower Torso multiplier decreased from 1x to 0.9x
- Leg multipliers increased from 0.82x to 0.9x
- PPSH-41
- Maximum Damage Range damage increased from 28 to 30.
- Maximum Damage Range range reduced from 0-11.9m to 0-11.6m.
- Medium Damage Range 1 reduced from 11.9-21m to 11.6-20.5m.
- Medium Damage Range 2 removed
- Minimum Damage Range damage increased from 16 to 19.
- Minimum Damage Range reduced from >29.7m to >20.5m.
- SAUG
- Maximum Damage Range damage increased from 30 to 34.
- Maximum Damage Range range increased from 0-10.1m to 0-10.6m.
- Medium Damage Range damage increased from 28 to 29.
- Medium Damage Range range increased from 10.1-17.7m to 10.6-18.8m.
- Minimum Damage Range damage increased from 20 to 22.
- Minimum Damage Range range increased from >17.7m to >18.8m.
- Headshot multiplier increased from1.07x to 1.12x
- Leg multipliers decreased from 1x to 0.85x
- Tanto .22
- Maximum Damage Range damage increased from 57 to 60.
- Maximum Damage Range range reduced from 0-12.7m to 0-10.7m.
- Medium Damage Range 1 damage increased from 46 to 54.
- Medium Damage Range 1 range reduced from 12.7-33m to 10.7-21.6m.
- Minimum Damage Range damage increased from 40 to 45.
- Minimum Damage Range range reduced from >33m to >21.6m.
- Headshot multiplier increased from 1.07x to 1.3x
- Lower Torso multiplier increased from 0.9x to 0.95x
- Arm multipliers decreased from 1x to 0.8x
- Binary Trigger
- Headshot damage scaling increased from 12% to 15%
- Vertical Recoil improvement increased from 10% to 20%
- Horizontal Recoil improvement increased from 10% to 20%
Shotguns
- ASG-89
- Maximum Damage Range increased from 0-3.5m to 0-4.3m.
- Medium Damage Range 1 increased from 3.5-5.5m to 4.3-6.3m.
- Reduced View Kick strength
- Maelstrom
- Maximum Damage Range increased from 0-2.8m to 0-3.4m.
- Medium Damage Range 1 increased from 2.8-6.3m to 3.4-6.3m.
- Reduced View Kick strength
- Slugs
- Reduced screen shake while firing
- CHF Barrel
- Vertical Recoil penalty reduced from 40% to 25%
- Horizontal Recoil penalty reduced from 20% to 10%
- Marine SP
- Maximum Damage Range increased from 0-1.4m to 0-1.7m.
- Medium Damage Range 1 increased from 1.4-6.8m to 1.7-7.1m.
- Medium Damage Range 2 damage increased from 30 to 32.
- Medium Damage Range 2 range increased from 6.8-8.9m to 7.1-10.1m.
- Minimum Damage Range increased from >8.9m to >10.1m.
Light Machine Guns
- FRNG 82
- Maximum Damage Range damage increased from 45 to 50.
- Maximum Damage Range range increased from 0-40.6m to 0-45.7m.
- Medium Damage Range 1 added.
- Minimum Damage Range damage increased from 38 to 42.
- Minimum Damage Range range increased from >40.6m to >55.9m.
- Headshot multiplier increased from 1.15x to 1.2x
- Leg multiplier increased from 0.8x to 1x
- Bullet Velocity increased from 740m/s to 810m/s
- GPMG-7
- Maximum Damage Range damage increased from 24 to 30.
- Maximum Damage Range range reduced from 0-50.8m to 0-44.5m.
- Medium Damage Range 1 added.
- Minimum Damage Range damage increased from 21 to 23.
- Minimum Damage Range range increased from >50.8m to >55.8m.
- Headshot multiplier increased from 1.1x to 1.2x
- Lower Torso and Leg multipliers decreased from 1x to 0.9x
- Bullet Velocity increased from 690m/s to 800m/s
- PU-21
- Maximum Damage Range damage increased from 31 to 35.
- Maximum Damage Range range increased from 0-40.6m to 0-45.7m.
- Medium Damage Range 1 damage increased from 25 to 33.
- Medium Damage Range 1 range adjusted from 40.6-58.4m to 45.7-55.8m.
- Minimum Damage Range damage increased from 23 to 27.
- Minimum Damage Range range reduced from >58.4m to >55.8m.
- Headshot multiplier decreased from 1.12x to 1.1
- Upper Torso multiplier increased from 1.07x to 1x
- Lower Torso and Leg multipliers increased from 0.85x to 1x
- Bullet Velocity increased from 760m/s to 800m/s
- XMG
- Maximum Damage Range damage increased from 32 to 35.
- Maximum Damage Range range reduced from 0-45.7m to 0-40.6m.
- Medium Damage Range 1 added.
- Minimum Damage Range damage reduced from 28 to 27.
- Minimum Damage Range range increased from >45.7m to >50.8m.
- Headshot multiplier increased from 1.07x to 1.3x
- Lower Torso and Leg multipliers increased from 0.88x to 1.04x
- Bullet Velocity increased from 770m/s to 790m/s
Marksman Rifles
- AEK-973
- Maximum Damage Range increased from 40 to 44.
- Minimum Damage Range increased from 35 to 40.
- Headshot multiplier increased from 1.1x to 1.2x
- Full Auto Attachment
- Maximum Damage increased from 26 to 28
- Maximum Damage Range decreased from 48.2m to 36.8m
- Medium Damage Range decreased from 60.9m to 45.7m
- Minimum Damage decreased from 22 to 21
- Minimum Damage Range decreased from >60.9m to >45.7m
- Headshot multiplier increased from 1.12x to 1.15x
- Lower Torso and Legs multipliers increased from 0.94x to 1x
- Slightly reduced View Kick strength
- DM-10
- Maximum Damage Range damage increased from 76 to 78.
- Maximum Damage Range range increased from 0-30.5m to 0-45.7m.
- Minimum Damage Range damage reduced from 61 to 60.
- Minimum Damage Range range increased from >30.5m to >45.7m.
- Arm multipliers increased from 0.9x to 1x
- Leg multipliers increased from 0.65x to 0.9x
- Received Flinch reduced by 20%
- CHF Barrel
- Vertical Recoil penalty increased from 55% to 60%
- Horizontal Recoil penalty increased from 20% to 40%
- Swat 5.56
- Maximum Damage Range damage increased from 50 to 52.
- Maximum Damage Range increased from 0-33m to 0-45.7m.
- Minimum Damage Range damage increased from 40 to 43.
- Minimum Damage Range range increased from >33m to >45.7m.
- Headshot multiplier increased from 1.1x to 1.2x
- Lower Torso multiplier increased from 0.82x to 0.9x
- TR2
- Maximum Damage Range damage increased from 60 to 64.
- Maximum Damage Range range reduced from 0-50m to 0-43.1m.
- Minimum Damage Range damage increased from 52 to 55.
- Minimum Damage Range range reduced from >50m to >43.1m.
- Now uses AR/LMG ammo instead of DMR/Sniper Ammo
- Headshot multiplier increased from 1.1x to 1.2x
- Upper Torso and Arms multipliers increased from 0.9x to 1x
- Received Flinch reduced by 40%
- Tsarkov 7.62
- Maximum Damage Range damage increased from 75 to 78.
- Maximum Damage Range range increased from 0-40.6m to 0-43.2m.
- Minimum Damage Range reduced from 64 to 60.
- Minimum Damage Range range increased from >30.5m to >43.2m.
- Lower Torso multiplier decreased from 0.95x to 0.9x
- Leg multipliers increased from 0.7x to 0.9x
- Kar-98K
- Lower Torso and Upper Arm multipliers increased from 0.95x to 1.2x
- Leg multipliers increased from 0.7x to 0.9x
Pistols
- 9MM PM
- Maximum Damage Range damage reduced from 50 to 25.
- Maximum Damage Range range increased from 0-6.3m to 0-25.4m.
- Minimum Damage Range damage reduced from 40 to 22.
- Minimum Damage Range range increased from >6.3m to >25.4m.
- Headshot multiplier increased from 1.2x to 2.5x
- Upper Torso and Arm multipliers increased from 1x to 2
- Lower Torso and Leg multipliers increased from 1x to 1.5x
- Grekhova
- Maximum Damage Range damage increased from 30 to 35.
- Maximum Damage Range range increased from 0-5.5m to 0-10.1m.
- Medium Damage Range 1 damage increased from 28 to 30.
- Medium Damage Range 1 range increased from 5.5-10.1m to 10.1-20.3m.
- Minimum Damage Range damage increased from 23 to 27.
- Minimum Damage Range range increased from >10.1m to >20.3m.
- GS45
- Maximum Damage Range damage reduced from 65 to 25.
- Maximum Damage Range range increased from 0-8.9m to 0-30.4m.
- Minimum Damage Range damage reduced from 55 to 22.
- Minimum Damage Range range increased from >6.3m to >30.4m
- Headshot multiplier increased from 1.2x to 3x
- Upper Torso, Arm, Lower Torso and Leg multipliers increased from 1x to 2x.
- Stryder .22
- Maximum Damage Range damage reduced from 44 to 30.
- Maximum Damage Range range increased from 0-7.1m to 0-20.3m.
- Minimum Damage Range damage reduced from 40 to 22.
- Minimum Damage Range range incresed from >7.1m to >20.3m.
- Headshot multiplier increased from 1.2x to 2.4x
- Upper Torso and Arm multipliers increased from 1x to 1.5x
Launchers
- CIGMA 2B
- Inner Explosion damage increased from 105 to 250.
- Outer Explosion range increased from 5m to 6.3m.
- HE-1
- Inner Explosion damage increased from 105 to 250.
- Outer Explosion range increased from 5m to 6.3m.
- JOKR
- Inner Explosion range increased from 0-3.5m to 0-4.3m.
- Middle Explosion range adjusted from 3.5-14.1m to 4.3-14.1m.
- PILA
- Inner Explosion range increased from 0-1.7m to 0-2m.
- Middle Explosion damage increased from 135 to 155.
- Middle Explosion range increased from 1.7-3.1m to 2-4m.
- Outer Explosion damage increased from 50 to 75.
- Outer Explosion range adjusted from 3.1-7.6m to 4-6.3m.
- RPG-7
- Inner Explosion range increased from 0-1.7m to 0-2m.
- Middle Explosion damage increased from 130 to 155.
- Middle Explosion range increased from 1.7-3.5m to 2-4m.
- Outer Explosion damage increased from 50 to 75.
- Outer Explosion range adjusted from 3.5-8.6m to 4-6.3m.
- Strela-P
- Inner Explosion range increased from 0-1.7m to 0-2m.
- Middle Explosion damage increased from 75 to 155.
- Middle Explosion range increased from 1.7-3m to 2-4m.
- Outer Explosion damage increased from 50 to 75.
- Outer Explosion range increased from 3-5m to 4-6.3m.
Special
- Sirin 9mm
- Maximum Damage Range damage increased from 44 to 38.
- Maximum Damage Range range increased from 0-8.9m to 0-10.1m.
- Medium Damage Range damage increased from 38 to 43.
- Medium Damage Range range increased from 8.9-17.1m to 10.1-17.7m.
- Medium Damage Range 2 removed.
- Minimum Damage Range damage increased from 30 to 35.
- Minimum Damage Range range reduced from >22.8m to >17.1m.
- Lower Torso and Leg multipliers decreased from 1x to 0.9x
Vehicles
- Pinging Near Vehicles Quality of Life
- Made improvements to the accuracy of pings to loot near a vehicle to avoid the ping to ‘snap’ to vehicles.
UI/UX
- Victory Screen
- The iconic Warzone Victory screen returns to the classic Victory animation.
- Tac Map & Compass Icons
- The Tac Map has the circular cursor from the classic Call of Duty: Warzone experience.
- All Map icons are also spiritually faithful to the color pallet from Verdansk with some improvements to help better identify certain items at a glance.
- Ping Visuals
- The Ping Shape has been reverted from the triangle shape to a lollipop shape that featured in classic Verdansk
- "Go To" pings now also have classic visuals, improving legibility.
- Score Feed Colors
- Standard score events now appear yellow for that classic look.
- Special score events are highlighted in white for better distinction.
Adjustments
- Death Skull Icon Quality of Life
- The size of the Death Skull Icon has increased to make it easier for players to locate their previous death location based on feedback that it was difficult to spot.
- Navigation Pings
- Updated to provide clearer, more intuitive iconography, with a design that may feel familiar to veteran players.
- Player Icons
- Mini-map and Tac map player icons have been enhanced to visually differentiate between:
- Talking
- Firing a weapon
- Staying quiet
- Ghost perk on / off
- Leaving Match Confirmation Quality of Life
- Players attempting to leave a match while a teammate is still alive will now receive a confirmation prompt to prevent accidental exits.
- Ping Distance Text on Map Quality of Life
- Added dark backing to pings on map to improve readability of the distance text on the map.
- Ping Duration Setting Quality of Life
- This new setting lets players decide how long pings last on their screen. Select between Off, Infinite, or On which will let players pick the duration between 1 and 20 seconds.
- Tacmap Centering Options Quality of Life
- New setting, “Map Assist”, provides a few different options to enable players to have more agency over their experience:
- Auto Zoom & Center: Upon opening the map, it will auto zoom and auto center on the player each time
- Auto Center: Upon opening the map, it will auto center on the player each time
- Zoom & Center Once: Upon opening the map, it will auto zoom and auto center on the player one time per match
- Center Once: Upon opening the map, it will auto center on the player one time per match
- Off: Upon opening the map, it will be showing the last location the tacmap was closed on. This means players will need to manually adjust the map each time they open it.
Audio
Adjustments
- Occlusion & Reverb
- Transitioned from older ray-casted occlusion system to Microsoft Triton acoustics audio middleware, providing realistic audio occlusion, obstruction, and reverberation.
- Improved sound behavior around corners and surfaces.
- Custom-tuned data specifically optimized for Call of Duty: Warzone.
- Sound Modifiers
- Adopted new procedural audio technology (developed by Treyarch) that dynamically adjusts sounds based on gameplay elements (entity speed, angle, elevation).
- Footsteps & Ladders
- Unique tuning for Call of Duty: Warzone footsteps separate from premium titles (introduced with MWIII).
- Friendly teammates' footsteps reduced when positioned behind the player.
- Footstep loudness dynamically scales with entity speed.
- Footstep pitch changes based on player elevation (above vs. below).
- Ladder sounds amplified and adjusted based on player movement speed.
- Boosted audio cues for jumping, landing, and distinctive ceiling footsteps to clearly indicate players running overhead.
- Cloth/Gear & Mantling
- Cloth & Gear sounds are now distinctively tuned for Call of Duty: Warzone, separate from premium titles.
- Increased clarity and volume of mantling and melee sounds, differentiating friendly and enemy movements.
- Enhanced mantling audio to resemble footsteps for greater situational awareness.
- Loot Supply Boxes
- Audio pitch now dynamically adjusts based on vertical elevation, providing clearer vertical positional feedback.
Bug Fixes
- Fixed an issue that caused the Death Recap Widget to register bleed damage while in last stand.
- Fixed an issue where Bomb Squad incorrectly allowed fuse resets; this functionality is exclusive to Reflexes.
- Fixed an issue causing players to be eliminated when mantling onto care packages.
- Fixed an issue where players were eliminated upon interacting with the Most Wanted reward crate.
- Fixed an issue causing a UI error preventing players from creating new loadouts.
- Fixed an issue causing a Dev Error when opening the Armor Challenge menu.
- Fixed an issue causing a Dev Error when exiting private matches.
- Fixed an issue where the Corvus Masterkey Underbarrel occasionally caused instant downs at any range.
- Fixed an issue preventing the Quartermaster Suppressor from unlocking properly.
- Fixed an issue causing certain equipment to duplicate upon redeployment.
- Fixed an issue where players would teleport across the map when using an ascender in the pre-game lobby.
- Fixed an issue with the incorrect display of full ATVI IDs.
- Fixed an issue where players lost control after Jailbreak revivals.
- Fixed an issue with the gas mask overlay not aligning properly with screen boundaries.
- Fixed an issue preventing restocking of Gulag lethals and tacticals from ammo caches or munitions boxes.
- Fixed an issue allowing infinite submissions of Biometrics Keycards.
- Fixed an issue causing loss of player control when interacting with a loadout after redeploying from the Gulag.
- Fixed an issue causing incorrect cash displays for spectating players.
- Fixed an issue causing loss of field upgrade deployment ability after using a loadout.
- Fixed an issue with MW2 and MW3 camo descriptions not clearly stating weapon-level requirements.
- Fixed an issue preventing immediate weapon fire after cutting a parachute without re-pressing the fire button.
- Fixed an issue causing obituary messages to overlap with the squad widget in the HUD.
- Fixed an issue causing incorrect elimination crediting to uninvolved players.
- Fixed an issue with contract icons incorrectly displaying elevation information.
- Fixed an issue where Bunker Buster gas damage bypassed gas masks if equipped within the gas.
- Fixed numerous legacy weapon descriptions and statistics.
- Fixed an issue preventing MW2 and MW3 weapons from appearing correctly in the loot feed.
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