Activision has launched patch notes for Call of Obligation: Modern Warfare 3 Season 2, which matches reside at the moment, February 7 at 9am Pacific / 12noon Jap / 5pm UK.
Multiplayer has a quantity of new additions, together with maps, modes, weapons, and aftermarket components. There’s a brand new perk (Ninja Vest), operators, and occasions. Test IGN’s report on the whole lot coming to Modern Warfare 3 with Season 2 for extra.
However followers shall be significantly within the sweeping steadiness adjustments Season 2 brings with it. In a (*3*), Activision highlighted adjustments to ADS (purpose down sights) idle sway and hipfire crosshair sway, which it stated have been prompted by participant suggestions and inner assessment, and are designed to enhance the precision and responsiveness of aiming, “significantly whereas utilizing a mouse — though, these adjustments could also be noticed regardless of the enter system.” Additionally of be aware are Multiplayer-specific adjustments to well being, with well being regeneration now quicker, and an enormous nerf to melee.
Modern Warfare 3 World Patch Notes:
ADS Idle Sway
Whereas a participant is aimed down sight, idle sway is lively. This mechanic discourages gamers from holding their sights for an prolonged interval of time with a relentless, delicate movement that introduces slight inaccuracy.
- ADS idle sway now initiates shortly after aiming down sight, quite than instantly, introducing a delay to the sway curve that’s usually 5ms lengthy however varies by weapon.
- Word: Sniper Rifles should not included on this change.
- After the preliminary delay, ADS idle sway now regularly will increase over a 3s interval earlier than reaching peak velocity, quite than starting at full velocity upon aiming down sights.
- Word: Sniper Rifles should not included on this change.
- ADS idle sway now persistently begins from the place of the participant’s hipfire crosshair, quite than alongside the sway curve.
These adjustments make sure that gamers with quick reflexes and exact purpose aren’t deprived the second they purpose down sights.
Hipfire Crosshair Sway
The trajectory of weapon bullets is represented by the hipfire crosshair place on the participant’s display. Beforehand, the crosshair was influenced by the route of the weapon, inflicting the firing route to deviate from the middle of the display. Immediately’s adjustments remove the ensuing compromise to accuracy with out sacrificing the burden and reactivity this movement added.
- Hipfire crosshair will now not sway from the middle of the display whereas the participant strikes or rotates the digicam.
- Word: We’re conscious that sure Inventory Attachments might re-introduce this habits. That is unintentional, and we’ll right these artifacts in future sport updates.
- Weapon bullet trajectory is now actually aligned with the hipfire crosshair, and thus, the middle of the participant’s display.
These adjustments reward skillful purpose. Merely put, the place you’re aiming is the place your bullets will go.
Wanting Forward
Please take a while to regulate to those adjustments and tell us how you’re feeling. We’ll proceed to observe your suggestions as we decide our subsequent steps for aiming and associated mechanics.
And listed here are the Multiplayer particular Season 2 patch notes:
MULTIPLAYER
UIX
- New Options & Changes
- Added Weekly class to the Challenges widget within the Foyer view.
- Detailed stat comparisons are actually accessible for base Weapons within the Gunsmith.
- Decreased kill feed line period from 10s to 5s (-50%).
- Decreased kill feed line fade period from 1s to 0.5s (-50%).
- Occasion class is now displayed first within the checklist of Weapon Camos.
- Bug Fixes
- New merchandise breadcrumbs will now be cleared upon hover when utilizing a Controller.
- Platform-exclusive Calling Playing cards will now not be displayed when unavailable.
- Addressed an exploit that allowed invalid Attachment combos utilizing the in-game Loadout editor.
- Urgent button combos whereas within the Firing Vary will now not kick the participant again to the menu.
- Mounted a problem through which navigation by means of Weapon Choose turned unresponsive after opening and shutting filters on a locked weapon.
- Resolved a visible bug through which development for Weapon Mastery camo challenges was not displayed precisely.
- Mounted a problem the place an incoming invitation to affix a bunch would change into corrupted if one other invitation was accepted earlier than it.
- Mounted a problem through which gamers couldn’t mark favorites in Gunsmith.
- Spherical transition UI will now show right scores in Search and Destroy.
- Weapon development viewing immediate will now not open the inaccurate menu.
GAMEPLAY
- Bug Fixes
- Addressed a problem inflicting discipline of view to be set greater than meant after infil.
- Gamers will now not dive whereas utilizing the Slide Solely possibility on Controller.
- Decreased delay earlier than well being regeneration begins from 4s to 3s (-25%).
- Elevated well being regeneration charge from 40hp/s to 75hp/s (+88%).
We have adjusted well being regeneration to higher match the tempo of gameplay. Now, for instance, it will solely take ~5s to heal from 1 to 150 well being, down from the earlier ~7.7s. These adjustments purpose to reinforce the depth and satisfaction of gunfights.
We look ahead to your suggestions as we decide our subsequent steps for well being regeneration.
PROGRESSION
- Resolved numerous points stopping the next Attachments from being unlocked.
- RAM-7 (Assault Rifle): XTEN FRL-3 Heavy Barrel
- Longbow (Sniper Rifle): Iron Sights Optic
- XRK Stalker (Sniper Rifle): No Inventory
- World: JAK BFB Muzzle
- Added lacking Laser Attachments to Gilded Camo problem monitoring for Marksman Rifles.
- Breacher Drone kills will now not rely in direction of Frag Grenade kills Challenges
- Resolved a problem through which Juggernaut Recon (Killstreak) wouldn’t observe kills for Challenges accurately.
MAPS
- MWII carry-forward maps are actually accessible within the Fast Play rotation.
- Highrise
- Changes to forestall gamers from spawning in unfavorable circumstances close to the Actibase and Phonic Reception areas.
- Sub Base
- Refined Hardpoint goal boundary within the Warehouse (P3) to forestall seize from an unintended location.
- Terminal
- Changes to forestall gamers from spawning in unfavorable circumstances close to Safety.
- Underpass
- Gamers can now not entry an exploitable location close to the Shelf.
- Wasteland
- Addressed a problem that brought on extra fog than meant on sure platforms.
MODES
- Personal Match
- Corrected HUD components after altering groups in Conflict Mode.
- Disabling Perks by way of Sport Guidelines will now not stop some Blueprints from being displayed.
WEAPONS & ATTACHMENTS
- Decreased melee lunge distance of all MWIII Weapons to align with MWII requirements.
- Elevated motion speeds of all MWII Weapons to align with MWIII requirements.
- Added gun kick management and recoil management advantages in Tactical Stance for all Weapons.
» Assault Rifles «
- Holger 556
- Elevated purpose down sight time from 260ms to 270ms (+4%).
- MCW
- Elevated purpose down sight time from 240ms to 265ms (+10%).
- Elevated dash to fireside time from 241ms to 252ms (+5%).
- JAK Raven Package
- Elevated most injury from 31 to 33 (+6%).
- Decreased medium injury from 23 to 22 (-4%).
- Decreased minimal injury from 22 to twenty (-9%).
- Decreased most injury vary from 20.3m to 19.8m (-3%).
- Elevated near-medium injury vary from 29m to 35.6m (+23%).
- Elevated medium injury vary from 40.6m to 45.7m (+13%).
- Elevated headshot injury multiplier from 1.4x to 1.5x (+7%).
- Elevated lower-torso injury multiplier from 1.01x to 1.1x (+9%).
- Decreased hipfire unfold whereas sliding.
- Decreased recoil and gun kick considerably.
» Battle Rifles «
- BAS-B
- Elevated dash to fireside time from 231ms to 252ms (+9%).
- Elevated purpose down sight time from 260ms to 270ms (+4%).
- Elevated hipfire unfold minimal from 2.3deg/s to 2.9deg/s (+26%).
- Sidewinder
- Elevated bullet velocity from 540m/s to 600m/s (+11%).
- Decreased recoil and gun kick considerably.
- JAK Thunder LMG Package
- Elevated delay earlier than accelerated charge of fireplace begins to decay from 200ms to 500ms (+150%).
- Decreased accelerated charge of fireplace decay charge from 300rpm/s to 240rpm/s (-20%).
- Elevated gun kick management and recoil management by 35%.
- TAQ-V (MWII)
- Elevated most injury vary from 35.6m to 43.2m (+21%).
- Elevated near-medium injury vary from 48.3m to 55.9m (+16%).
» Submachine Weapons «
- Striker
- Elevated near-medium injury vary from 19.1m to 21.6m (+13%).
- Elevated medium injury vary from 25.4m to 27.9m (+10%).
- AMR9
- JAK Ettin Double Barrel Package
- Added lacking hipfire crosshair.
- JAK Ettin Double Barrel Package
- WSP-9
- Decreased purpose down sight time from 240ms to 220ms (-8%).
- Elevated most injury vary from 16.5m to 18.5m (+12%).
- Elevated near-medium injury vary from 22.9m to 25.1m (+10%).
- Broodmother .45 Package
- Decreased purpose down sight time from 270ms to 241ms (-11%).
- Decreased motion velocity penalties by 50%.
» Shotguns «
- Lockwood 680
- Lockwood Defender Heavy Lengthy Barrel
- Elevated dash to fireside time penalty from 8% to 30% (+22%).
- Lockwood Defender Heavy Lengthy Barrel
- KV Broadside (MWII)
- Decreased dash to fireside time from 210ms to 189ms (-10%).
- Decreased purpose down sight time from 330ms to 240ms (-27%).
» Mild Machine Weapons «
- TAQ Eradicator
- Elevated dash to fireside time from 210ms to 252ms (+20%).
- Elevated purpose down sight time from 330ms to 340ms (+3%).
- RAAL MG (MWII)
- Decreased dash to fireside time from 216ms to 199ms (-8%).
- Decreased purpose down sight time from 390ms to 330ms (-15%).
- 556 Icarus (MWII)
- Decreased dash to fireside time from 250ms to 235ms (-6%).
- RPK (MWII)
- Decreased purpose down sight time from 410ms to 380ms (-7%).
» Marksman Rifles «
- MCW 6.8
- Decreased purpose down sight time from 271ms to 245ms (-10%).
- Decreased all injury ranges by 18%.
- Decreased bullet velocity from 1016m/s to 930m/s (-8%).
- Decreased hipfire unfold minimal from 5deg/s to 4.1deg/s (-18%).
- Decreased hipfire unfold most from 12.1deg/s to 10deg/s (-17%).
- DM56
- Decreased near-medium injury from 42 to 41 (-2%).
- Decreased minimal injury from 39 to 38 (-3%).
- MTZ Interceptor
- Elevated dash to fireside time from 252ms to 262ms (+4%).
- Elevated purpose down sight time from 265ms to 280ms (+6%).
- Decreased neck injury multiplier from 1.62x to 1x (-38%).
- SP-R 208 (MWII)
- Decreased most injury vary from 19.6m to 13m (-34%).
- Elevated upper-arm injury multiplier from 1.15x to 1.5x (+30%).
Injury multiplier improve permits for one-shot kills to the upper-arm.
- Lockwood Mk2 (MWII)
- Elevated most injury from 110 to 125 (+14%).
- Decreased most injury vary from 8.9m to six.4m (-29%).
Injury improve permits for one-shot kills to the upper-torso inside the most injury vary.
- LM-S (MWII)
- Decreased depth of purpose down sight idle sway.
- SA-B 50 (MWII)
- Elevated most injury from 110 to 120 (+9%).
- Decreased most injury vary from 14.2m to 10.4m (-27%).
Injury improve permits for one-shot kills to the upper-torso inside the most injury vary.
» Sniper Rifles «
- Longbow
- Decreased purpose down sight time from 550ms to 520ms (-5%).
- Sign 50 (MWII)
- Decreased most injury vary from 48.5m to 35.1m (-28%).
- SP-X 80 (MWII)
- Elevated purpose down sight time from 521ms to 545ms (+5%).
» Handguns «
- Renetti
- JAK Ferocity Carbine Package
- Decreased motion velocity penalties by 50%.
- JAK Ferocity Carbine Package
- Basilisk (MWII)
- Elevated most injury vary from 6.9m to eight.4m (+22%).
- Elevated near-medium injury vary from 15.2m to 22.9m (+50%).
- Elevated medium injury vary from 22.9m to 35.1m (+53%).
- Elevated far-medium injury vary from 35.1m to 41.9m (+20%).
- Elevated lower-torso injury multiplier from 1x to 1.2x (+20%).
Injury vary improve permits for one-shot kills to the top at an additional distance.
» Launchers «
- Stormender
- Addressed a problem stopping some Killstreaks from being destroyed and/or disabled.
» Melee «
- Gutter Knife
- Decreased melee lunge distance by 30%.
- Karambit
- Decreased melee lunge distance by 30%.
- Fight Knife (MWII)
- Decreased melee lunge distance by 30%.
- Twin Kodachis (MWII)
- Decreased melee lunge distance by 30%.
- Twin Kamas (MWII)
- Decreased melee lunge distance by 30%.
- Pickaxe (MWII)
- Decreased melee lunge distance by 30%.
» Attachments «
- JAK BFB Muzzle
- Decreased gun kick management profit from 60% to 55% (-5%).
- Decreased vertical recoil management profit from 40% to 35% (-5%).
- Elevated purpose down sight time penalty from 12% to fifteen% (+3%).
- Elevated dash to fireside time penalty from 11% to 14% (+3%).
- Elevated purpose strolling velocity penalty from 14% to 17% (+3%).
- Added 18% bullet velocity penalty.
FIELD UPGRADES
- Med Field
- Decreased time to deploy from 1.9s to 1.3s (-32%).
- Munitions Field
- Decreased time to deploy from 1.9s to 1.3s (-32%).
- A.C.S.
- Aims can now not be captured from additional vertical distances than meant.
- Tactical Digital camera
- Resolved an exploit that allowed gamers to see by means of the setting when used with sure Gear.
- Deployable Cowl
- Addressed an exploit that allowed gamers to change into invisible.
- Lifeless Silence
- Resolved a problem inflicting activation sounds to be extra audible to different gamers than meant.
KILLSTREAKS
- Juggernaut Recon
- Oxygen meter will now show as anticipated whereas underwater.
- Gunship
- When destroyed by the Stormender (Launcher), visible results will now not persist on the participant’s HUD.
Shifting on to Modern Warfare 3 Ranked Play patch notes:
GAMEPLAY
- Maps and Modes
- CDL Search and Destroy
- CDL Hardpoint
- Maps Eliminated
- Maps Added
- Returning Map
- Sub Base
- Sub Base was beforehand eliminated whereas a problem with P3 was investigated. A repair for this situation is now reside with Season 2.
- Sub Base
- Content material Restrictions
- Weapon Restrictions
- Assault Rifles
- SMGs
- Sniper Rifles
- Attachment Restrictions
- Vest
- Boots
- Weapon Restrictions
SR (SKILL RATING) & DIVISIONS
- SR Tuning
- The quantity of SR earned after wins early-on in a participant’s Ranked Play journey have been elevated to assist elevate gamers to their meant Talent Division quicker.
- To extend competitiveness of the Prime 250 Talent Division and scale back SR inflation, the quantity of SR deducted after losses for gamers who’re properly past their meant Talent Division has been elevated considerably.
- Finish of Season Talent Setback
- On the finish of every Season, your ending Talent Division will decide the place you begin the next season:
- Bronze by means of Crimson I Gamers are set again three Tiers under the place they completed within the earlier season.
- Instance: A Participant ending Season 1 in Gold III will start Season 2 in Silver III.
- Gamers Crimson II and above will begin Season 2 in Diamond I.
- Bronze by means of Crimson I Gamers are set again three Tiers under the place they completed within the earlier season.
- On the finish of every Season, your ending Talent Division will decide the place you begin the next season:
REWARDS
- Rewards Reminder
- Gamers can earn Ranked Play rewards in 3 ways:
- Rank Rewards: Out there at launch and might be earned in any Season.
- Gamers can proceed their Season 1 Rank grind in Season 2.
- Season Rewards: Out there at the beginning of a Season and solely accessible in that Season.
- Finish of Season Rewards: Rewards which might be awarded after the Season has ended and signify both your highest attained Division or an lively placement within the Prime 250 Division.
- Season 2 brings new Seasonal Division Camos to unlock in MWIII Ranked Play!
- Rank Rewards: Out there at launch and might be earned in any Season.
- Gamers can earn Ranked Play rewards in 3 ways:
- Season 2 Rewards
- Along with Rank Rewards, every Ranked Play Season will give gamers the chance to earn unique limited-time rewards.
- All through Season 2, gamers can earn the next rewards:
- 5 Wins: ‘MWIII Season 2 Competitor’ Weapon Sticker
- 10 Wins: ‘Professional Difficulty Gutter MCW’ Weapon Blueprint
- 25 Wins: ‘Farmed Them’ Weapon Allure
- 50 Wins: ‘Exhausting Day’s Work’ Massive Weapon Decal
- 75 Wins: ‘MWIII Ranked Play Season 2’ Loading Display screen
- 100 Wins: ‘MWIII Season 2 Ranked Veteran’ Weapon Camo
- Finish of Season Rewards
- On the finish of every Season, gamers shall be awarded Talent Division rewards that signify their highest attained Division that Season or an lively placement within the Prime 250 Division.
- Season 2 Division Rewards
- Bronze: ‘MWIII Season 2 Bronze’ Emblem
- Silver: ‘MWIII Season 2 Silver’ Emblem
- Gold: ‘MWIII Season 2 Gold’ Weapon Camo and Animated Emblem
- Platinum: ‘MWIII Season 2 Platinum’ Weapon Camo and Animated Emblem
- Diamond: ‘MWIII Season 2 Diamond’ Weapon Camo and Animated Emblem
- Crimson: ‘MWIII Season 2 Crimson’ Weapon Camo and Animated Emblem
- Iridescent: ‘MWIII Season 2 Iridescent’ Weapon Camo and Animated Emblem
- Prime 250: ‘MWIII Season 2 Prime 250’ Animated Weapon Camo, Animated Emblem, and Animated Calling Card
- Gamers should end within the Prime 250 Division to qualify for these rewards.
- Seasonal Division Operators
- Earn a Talent Division Pores and skin to be used with each CDL Male & Feminine Operators on each Factions to signify your highest Talent Division. As soon as the Skins from one Talent Division have been unlocked they are often completely utilized in following Seasons in Modern Warfare III and Warzone:
- Gold – Iridescent: Earn the relevant ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Pores and skin set primarily based in your highest Talent Division reached over the course of the Season.
- Prime 250: Unlock the ‘Prime 250 Competitor’ Operator Pores and skin set by ending a Season within the Prime 250 Talent Division.
- Gamers should end within the Prime 250 Division to qualify for these rewards.
- Earn a Talent Division Pores and skin to be used with each CDL Male & Feminine Operators on each Factions to signify your highest Talent Division. As soon as the Skins from one Talent Division have been unlocked they are often completely utilized in following Seasons in Modern Warfare III and Warzone:
- Ranked Play First Place
- The participant who finishes Season 2 within the #1 place on the Prime 250 Leaderboard will obtain an animated distinctive, one-of-a-kind Calling Card and Emblem for final Season 2 bragging rights
And eventually, listed here are the Zombies Season 2 patch notes:
NEW CONTENT COMING IN-SEASON
- Try the (*2*) for particulars on the brand new Story Mission, Darkish Aether Rift, Schematics, and extra coming in-season throughout Season 2.
GAMEPLAY
- Elevated the drop probability for Ammo Pouches within the Excessive Menace Zone.
WEAPONS
» Season 1 Weapons «
- New Weapons launched in Season 1 have been added to the loot pool and might be present in lockers, crates, and the Thriller Field.
» Surprise Weapons «
Ray Gun
- Injury has elevated for each the bottom weapon and when Pack-A-Punched.
- Base projectile velocity has been elevated (+60%) with additional will increase when Pack-A-Punched (+110%).
- Lowered the injury the Ray Gun will deal to its proprietor.
- Gamers will now enter right into a downed state in 8 pictures.
The Scorcher
- Decreased the time between urgent fireplace and the Scorcher charging up.
- Direct impression Plasma injury has been elevated (+333%).
- Lingering Plasma size and diameter now will increase with every cost.
- Lingering Plasma injury has been elevated (+428%).
- Lingering Plasma period has been adjusted.
- Lingering Plasma Injury period for the preliminary cost has been decreased from 2 seconds to .5.
- Lingering Plasma Injury period now will increase by 1 second with every cost.
- Whole period is now longer by .5 seconds (at 4.5 seconds) with this variation.
The V-R11
- The V-R11 will now hit and deal injury to Aether Worms.
» SMGs «
HRM-9
- Addressed a problem that prevented gamers from unlocking the HRM-9 by way of exfilling with the weapon of their stock.
» Marksman Rifles «
Crossbow
- Addressed a problem that prevented gamers from infilling with the Eros blueprint.
» Melee «
Twin Kodachis
- Addressed a problem that prevented gamers from infilling with the Crysknife Blueprint in-game.
KILLSTREAKS
Juggernaut
- Addressed an Difficulty that prevented gamers from switching weapons after utilizing a Juggernaut Killstreak.
- Closed numerous duplication exploits with the Juggernaut Killstreak.
- Closed an exploit that allowed gamers to hold greater than two weapons by way of the Juggernaut Killstreak.
- Closed an invulnerability exploit with the Juggernaut Killstreak.
CUSTOMIZATION
- Addressed a problem that prevented the Kawaiii Endo Dismemberment Dying Impact from showing.
UI/UX
- Addressed a problem that took gamers to the Modern Warfare Zombies essential menu when trying to preview a camo whereas the Stormender was geared up.
- Eliminated some inactive UI prompts from the “Plea for Assist Requested” display.
STABILITY
- Added numerous crash and stability fixes.
Wesley is the UK Information Editor for IGN. Discover him on Twitter at @wyp100. You possibly can attain Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.