A brand new replace arrived to Name of Obligation: Black Ops 6 on November 4, and the patch notes embody a number of main adjustments. This consists of nerfs to the overpowered flashbangs and the Recon Fight Speciality bonus. The sport’s snaking motion has additionally been diminished.
In keeping with the patch notes, Treyarch says there’s been “sufficient snaking,” and the motion is now nerfed. Snaking is an exploit the place a participant quickly switches between the inclined and crouch positions whereas stationed behind a canopy, making themselves more durable to hit. Nevertheless, that motion can be slower and fewer impactful with the replace adjusting the stance-change cooldowns to scale back effectiveness of repeated snaking movement.
The developer additionally adjusts the sport’s irritating Recon Fight Speciality bonus, which beforehand gave gamers an excessive amount of data. Now, the Recon bonus will solely present customers with limited-time wall hacks for 1.5 seconds as a substitute of two.
Moreover, the replace has nerfed the sport’s highly effective flashbangs, decreasing the gear’s display screen impact length by 20%. The replace solely adjustments how highly effective flashbangs are, however it would not point out the present XP exploit that lets gamers toss flashbangs for further factors.
A number of weapons obtained tuning with the brand new replace. This consists of slight nerfs to break and the vary of widespread assault rifles, such because the XM4, Ames 85, and Mannequin L. All weapons within the submachine class have been buffed with increased injury ranges, which Treyarch says is supposed to make the weapons simpler throughout mid-range fights.
The favored Nuketown map was added to the sport in a 24/7 playlist on November 1, however now the brand new replace makes the map out there to play in personal matches.
The total patch notes may be discovered beneath, as shared by Activision.
Name of Obligation Season 1 arrives on November 14. The large replace will combine Black Ops 6’s content material and recreation mechanics into Warzone. A preview of the Season 1 multiplayer maps may be discovered right here.
For extra, you may take a look at GameSpot’s Black Ops 6 marketing campaign, multiplayer, and Zombies evaluations.
GLOBAL
Stability
- Improved stability when interacting with the Message of the Day.
- Improved stability when sending voice communications.
Development
- Completion show will now correctly seem when finishing Status Challenges in each Multiplayer and Zombies.
Operators
- Addressed a problem the place Bailey wasn’t holding an meant Pistol within the Operator choice menu.
MULTIPLAYER
Maps
- Nuketown
- Nuketown is now out there in Personal Matches.
Modes
- Addressed a problem the place gamers have been spawned in when becoming a member of a session in progress as a substitute of spectating earlier than deciding on a Loadout. Sure, we noticed ourselves in a Killcam earlier than deciding on a Loadout too.
- Improved stability in Contaminated recreation mode.
Spawns
- Normal spawn logic tuning throughout a number of maps for improved spawning.
Spawn tuning can be an ongoing means of taking in knowledge, reviewing gameplay and making measured changes within the dwell surroundings. Our primary purpose is to all the time present the most secure spawn that we are able to throughout all maps and recreation modes.
Loadouts
- Addressed a problem the place gamers would mechanically equip their beforehand used Loadout when becoming a member of matches already in progress.
- Addressed a problem the place Gamers would die at preliminary spawn when deciding on their Loadout.
Weapons
It’s been superior seeing gamers uncover and share their favourite weapon builds throughout the first week of launch. Day by day we monitor each participant suggestions and recreation knowledge to maintain tabs on how the weapon meta is evolving and put together for a complete tuning move in Season 01.
We’ve seen the discussions concerning the relative stability of Assault Rifles and Submachine Weapons, and we’re making some early, common adjustments to regulate their efficient ranges. For ARs, we’re pulling in minimal injury ranges and lessening the influence of headshots at shut vary. SMGs are receiving injury vary will increase to enhance their mid-range effectiveness.
Assault Rifle Changes
(*6*)XM4
XM4 Injury Changes
Most Injury
- Pre-Patch: 22
- Publish-Patch: 21
Most Injury Vary
- Pre-patch: 0 – 7m
- Publish-patch: 0 – 16.5m
Medium Injury
- Pre-patch: 21
- Publish-patch: 20
Minimal Injury Vary
- Pre-patch: 7.1 – 45.7m
- Publish-patch: 16.6 – 40.6m
Minimal Injury
- Pre-patch: 17
- Publish patch: 17
Minimal Injury Vary
- Pre-patch: >45.7m
- Publish patch: >40.6m
Attachment Changes:
- CHF Barrel multiplier diminished from 1.48x to 1.42x
(*6*)AK-74
AK-74 Injury Changes
Injury
- Pre-Patch: 28
- Publish-Patch: 27
Most Injury Vary
- Pre-Patch: 0 – 5.7m
- Publish-Patch: 0 – 38.1m
Medium Injury
- Pre-patch: 27
- Publish patch: None
Be aware: This weapon will now solely have a Most and Minimal Injury vary.
Minimal Injury
- Pre-patch: 21
- Publish patch: 22
Minimal Injury Vary
- Pre-patch: >41.9m
- Publish-patch: >38.1m
(*6*)AMES 85
Most Injury
- Pre-Patch: 23
- Publish-Patch: 21
Most Injury Vary
- Pre-patch: 0 – 8.3m
- Publish-patch: 0 – 50.8m
Medium Injury
- Pre-patch: 23
- Publish-patch: None
Minimal Injury Vary
- Pre-patch: 8.3 – 55.9m
- Publish-patch: None
Be aware: This weapon will now solely have a Most and Minimal Injury vary.
Minimal Injury
- Pre-patch: 17
- Publish patch: 17
Minimal Injury Vary
- Pre-patch: >55.9m
- Publish patch: >50.8m
(*6*)Mannequin L
Most Injury
- Pre-Patch: 29
- Publish-Patch: 27
Most Injury Vary
- Pre-patch: 0 – 8.9m
- Publish-patch: 0 – 44.5m
Medium Injury
- Pre-patch: 27
- Publish-patch: None
Be aware: This weapon will now solely have a Most and Minimal Injury vary.
Minimal Injury Vary
- Pre-patch: 8.9 – 50.8m
- Publish-patch: None
Minimal Injury
- Pre-patch: 21
- Publish patch: 22
Minimal Injury Vary
- Pre-patch: >50.8m
- Publish patch: >44.5m
Headshot multiplier diminished from 1.3x to 1.15x
(*6*)Goblin Mk2
Most Injury
- Pre-Patch: 39
- Publish-Patch: 37
Most Injury Vary
- Pre-patch: 0 – 6.4m
- Publish-patch: 0 – 39.4m
Medium Injury
- Pre-patch: 37
- Publish-patch: None
Be aware: This weapon will now solely have a Most and Minimal Injury vary.
Minimal Injury Vary
- Pre-patch: 6.4 – 39.4m
- Publish-patch: None
Minimal Injury
- Pre-patch: 30
- Publish patch: 30
Minimal Injury Vary
- Pre-patch: >39.4m
- Publish patch: >39.4m
(*6*)AS VAL
Most Injury
- Pre-Patch: 21
- Publish-Patch: 20
Most Injury Vary
- Pre-patch: 0 – 9.5m
- Publish-patch: 0 -21.6m
Medium Injury
- Pre-patch: 17
- Publish-patch: None
Be aware: This weapon will now solely have a Most and Minimal Injury vary.
Minimal Injury Vary
- Pre-patch: 43.3 – 53.3m
- Publish-patch: None
Minimal Injury
- Pre-patch: 15
- Publish patch: 15
Minimal Injury Vary
- Pre-patch: >53.3m
- Publish patch: >43.2m
SMG Changes
(*6*)C9
Most Injury
- Pre-Patch: 29
- Publish-Patch: 29
Most Injury Vary
- Pre-patch: 0 – 12.7m
- Publish-patch: 0 – 13.3m
Medium Injury
- Pre-patch: 23
- Publish-patch: 23
Medium Injury Vary
- Pre-patch: 12.7 – 15.9m
- Publish-patch: 13.3 – 16.5m
Medium Injury 2
- Pre-patch: 19
- Publish-patch: 19
Medium Injury Vary 2
- Pre-patch: 16 – 27.3m
- Publish-patch: 16.6 – 30.5m
Minimal Injury
- Pre-patch: 16
- Publish patch: 16
Minimal Injury Vary
- Pre-patch: >27.3m
- Publish patch: >30.5m
(*6*)KSV
Most Injury
- Pre-Patch: 26
- Publish-Patch: 26
Most Injury Vary
- Pre-patch: 0 – 10.2m
- Publish-patch: 0 – 10.8m
Medium Injury
- Pre-patch: 21
- Publish-patch: 21
Medium Injury Vary
- Pre-patch: 10.3 – 15.2m
- Publish-patch: 10.9 – 15.9m
Medium Injury 2
- Pre-patch: 15
- Publish-patch: 19
Medium Injury Vary 2
- Pre-patch: 15.3 – 26.7m
- Publish-patch: 16 – 29.2m
Minimal Injury
- Pre-patch: 13
- Publish patch: 13
Minimal Injury Vary
- Pre-patch: >26.7m
- Publish patch: >29.2m
(*6*)Tanto .22
Most Injury
- Pre-Patch: 38
- Publish-Patch: 38
Most Injury Vary
- Pre-patch: 0 – 6.4m
- Publish-patch: 0 – 6.4m
Medium Injury
- Pre-patch: 34
- Publish-patch: 34
Medium Injury Vary
- Pre-patch: 6.4 – 15.2m
- Publish-patch: 6.4 – 16.5m
Medium Injury 2
- Pre-patch: 28
- Publish-patch: 28
Medium Injury Vary 2
- Pre-patch: 15.3 – 25.4m
- Publish-patch: 16.6 – 27.9m
Minimal Injury
- Pre-patch: 22
- Publish patch: 22
Minimal Injury Vary
- Pre-patch: >25.4m
- Publish patch: >27.9m
(*6*)PP-919
Most Injury
- Pre-Patch: 25
- Publish-Patch: 25
Most Injury Vary
- Pre-patch: 0 – 15.9m
- Publish-patch: 0 – 16.5m
Medium Injury
- Pre-patch: 20
- Publish-patch: 20
Medium Injury Vary
- Pre-patch: 16 – 19.7m
- Publish-patch: 16.6 – 20.3m
Medium Injury 2
- Pre-patch: 17
- Publish-patch: 17
Medium Injury Vary 2
- Pre-patch: 19.8 – 29.2m
- Publish-patch: 20.4 – 31.8m
Minimal Injury
- Pre-patch: 15
- Publish patch: 15
Minimal Injury Vary
- Pre-patch: >29.2m
- Publish patch: > 31.8m
(*6*)Jackal PDW
Most Injury
- Pre-Patch: 27
- Publish-Patch: 27
Most Injury Vary
- Pre-patch: 0 – 14.6m
- Publish-patch: 0 – 15.2m
Medium Injury
- Pre-patch: 20
- Publish-patch: 20
Medium Injury Vary
- Pre-patch: 14.7 – 17.8m
- Publish-patch: 15.3 – 18.4m
Medium Injury 2
- Pre-patch: 17
- Publish-patch: 17
Medium Injury Vary 2
- Pre-patch: 17.8 – 26m
- Publish-patch: 18.5 – 29.8m
Minimal Injury
- Pre-patch: 15
- Publish patch: 15
Minimal Injury Vary
- Pre-patch: >26m
- Publish patch: >29.8m
(*6*)Kompakt 92
Most Injury
- Pre-Patch: 20
- Publish-Patch: 20
Most Injury Vary
- Pre-patch: 0 – 10.8m
- Publish-patch: 0 – 11.4m
Medium Injury
- Pre-patch: 17
- Publish-patch: 17
Medium Injury Vary
- Pre-patch: 10.9 – 14.6m
- Publish-patch: 11.4 – 15.2m
Medium Injury 2
- Pre-patch: 13
- Publish-patch: 13
Medium Injury Vary 2
- Pre-patch: 14.7 – 22.9m
- Publish-patch: 15.3 – 26.7m
Minimal Injury
- Pre-patch: 11
- Publish patch: 11
Minimal Injury Vary
- Pre-patch: >22.9m
- Publish patch: >26.7m
Shotguns
Final week, we fastened a problem with shotgun Slugs, however we’re nonetheless engaged on a further difficulty inflicting this attachment to carry out higher in hip fireplace than meant. Slugs are supposed to provide an alternate playstyle for shotguns that trades shut quarters effectiveness for improved vary and precision. We’re eradicating the flexibility for Slugs to one-hit kill to the physique for now and can be revisiting the general tuning of this attachment in an upcoming replace.
- Marine SP
- Slug attachment Max Injury diminished from 106 to 92.
- ASG-89
- Slug attachment Max Injury diminished from 106 to 92.
Perks
- Recon Fight Specialty
- Diminished length that enemies are highlighted after respawning to 1.5 seconds from 2 seconds. A further discount can be coming earlier than Season 01.
- Resolved a problem that allowed gamers to activate Recon Fight Specialty by altering Loadouts.
- Dispatcher
- Elevated Dispatcher Perk rating price for UAV from 500 to 550.
- Elevated Dispatcher Perk rating price for Counter UAV from 550 to 600.
As we head into Season 1, we’re persevering with to look at knowledge and suggestions for Perks and Fight Specialties in Multiplayer. At present, Enforcer is the most well-liked Fight Specialty with Recon in second place. It isn’t simply concerning the knowledge although, as your suggestions is a important a part of how we method tuning of the dwell recreation. With that mentioned, we’re making some spot changes as we speak as we as we proceed to take a holistic have a look at our Perks and Fight Specialties transferring ahead.
Tools
- Flashbang
- Diminished Flashbang Tactical display screen impact length by 20%.
Scorestreaks
- Elevated well being of UAV and Counter UAV (rockets to destroy stay unchanged).
- Elevated preliminary explosion radius of Napalm Strike.
- Diminished the preliminary entry delay of the LDBR.
- Elevated the fly-in pace of the Strategic Bomber.
- Diminished rating price for Interceptors from 1250 to 1150.
Motion Updates
- Adjusted stance change cooldowns to scale back effectiveness of repeated inclined to face motion (sufficient snaking).
XP Earn Charges
- Adjusted Participant XP and Weapon XP earn charges for many modes to make sure that gamers are being rewarded for his or her match efficiency as anticipated wherever they play. These adjustments embody:
- Elevated Weapon XP earn charges for many modes
- Elevated Participant XP earn charges for the next modes:
- Group Deathmatch
- Management
- Search & Destroy
- Gunfight
- Slight lower to Participant XP and Weapon XP earned in Face Off modes
Challenges
- Addressed a problem the place gamers have been in a position to full the Nuke Problem whereas dying.
UI
- Acceptable Perks will now show when viewing the featured participant throughout Greatest Play.
Identified Points
- Gunsmith
- We’re investigating a problem the place any outfitted Optic attachment is eliminated when when coming into the Gunsmith in Major Menus.
- Gamers won’t discover this difficulty if coming into Gunsmith throughout a match.
- Gamers can equip Optic attachments, however might want to re-equip them anytime they enter Gunsmith in a Major Menu to regulate attachments or customizations.
- In instances the place an Optic is locked and outfitted by way of a Blueprint, gamers might want to reapply the Blueprint to acquire the Optic.
- We’re investigating a problem the place any outfitted Optic attachment is eliminated when when coming into the Gunsmith in Major Menus.
ZOMBIES
- UI
- GobbleGum names will now correctly replace when switching between tier tabs.