CoD: Black Ops 6 Patch Notes Include Major Nerfs To Flashbangs, Recon Bonus, And Snaking

As a seasoned Call of Duty player with countless hours under my belt, I can’t help but feel like the recent updates are a mixed bag. On one hand, I appreciate the fine-tuning they’re doing to Perks and Combat Specialties; it shows that the developers are actively listening to our feedback. However, some of these changes, like reducing the duration of the Slug attachment Max Damage from 106 to 92, might make my favorite weapons a bit less effective.


On November 4th, there was a significant update for Call of Duty: Black Ops 6, and here are the key modifications outlined in the patch notes:

As per the updates, Treyarch has addressed the issue of excessive use of an exploit known as “snaking”. This exploit allows players to rapidly switch between prone and crouch positions while hiding behind cover, making them harder to hit. With the new adjustments, the speed and impact of this movement will be reduced. The update is designed to increase the cooldown period for stance changes, thus limiting the effectiveness of repeated snaking motions.

In a simplified rewording, the developer is changing the excessive Recon Combat Specialty reward within the game. Previously, it offered players an overabundance of information. However, in the future, using the Recon bonus will only grant temporary wall-penetrating views for 1.5 seconds instead of the current duration of 2 seconds.

Moreover, this update has weakened the potency of the game’s strong flashbangs, decreasing the duration of their screen effect by 20%. However, it seems the update focuses solely on adjusting the power level of flashbangs, and there’s no mention yet about the ongoing XP exploit that awards additional points for throwing flashbangs.

With the recent update, a handful of firearms have undergone adjustments. These modifications involve reducing the damage output and range of widely used assault rifles like the XM4, Ames 85, Model L, among others. Simultaneously, Treyarch has increased the damage ranges for all submachine guns to enhance their effectiveness in mid-range battles.

Initially, the widely favored Nuketown map was only accessible in a continuous playlist on November 1 within the game. However, with this latest update, players now have the option to enjoy the Nuketown map in private match settings.

The full patch notes can be found below, as shared by Activision.

On November 14, the first season of Call of Duty launches. This major update combines the content and gameplay elements from Black Ops 6 with Warzone. For a sneak peek at the multiplayer maps for Season 1, check them out here.

For more, you can check out TopMob’s Black Ops 6 campaign, multiplayer, and Zombies reviews.

GLOBAL

Stability

  • Improved stability when interacting with the Message of the Day.
  • Improved stability when sending voice communications.

Progression

  • Completion display will now properly appear when completing Prestige Challenges in both Multiplayer and Zombies.

Operators

  • Addressed an issue where Bailey wasn’t holding an intended Pistol in the Operator selection menu.

MULTIPLAYER

Maps

  • Nuketown
    • Nuketown is now available in Private Matches.

Modes

  • Addressed an issue where players were spawned in when joining a session in progress instead of spectating before selecting a Loadout. Yes, we saw ourselves in a Killcam before selecting a Loadout too.
  • Improved stability in Infected game mode.

Spawns

  • General spawn logic tuning across several maps for improved spawning.

The continuous refinement of spawn settings involves collecting data, assessing gameplay, and implementing thoughtful modifications within the active game environment. Our primary focus remains ensuring the most secure spawn points possible for all maps and gaming scenarios.

Loadouts

  • Addressed an issue where players would automatically equip their previously used Loadout when joining matches already in progress.
  • Addressed an issue where Players would die at initial spawn when selecting their Loadout.

Weapons

During the initial week after release, it’s been fantastic watching players uncover and discuss their preferred weapon setups. We constantly review player comments and game statistics to track the evolution of the weapon system and plan for a thorough balance adjustment during Season 1.

We’ve noticed debates concerning the comparative performance of Assault Rifles versus Submachine Guns, and we’re planning some initial adjustments to alter their effective distances. Specifically, for Assault Rifles, we will narrow down the minimum damage ranges and reduce the advantage of headshots in close quarters. On the other hand, Submachine Guns are getting an extension in their damage ranges to enhance their efficiency at medium range.

Assault Rifle Adjustments

XM4

XM4 Damage Adjustments

Maximum Damage

  • Pre-Patch: 22
  • Post-Patch: 21

Maximum Damage Range

  • Pre-patch: 0 – 7m
  • Post-patch: 0 – 16.5m

Medium Damage

  • Pre-patch: 21
  • Post-patch: 20

Minimum Damage Range

  • Pre-patch: 7.1 – 45.7m
  • Post-patch: 16.6 – 40.6m

Minimum Damage

  • Pre-patch: 17
  • Post patch: 17

Minimum Damage Range

  • Pre-patch: >45.7m
  • Post patch: >40.6m

Attachment Adjustments:

  • CHF Barrel multiplier reduced from 1.48x to 1.42x

AK-74

AK-74 Damage Adjustments

Damage

  • Pre-Patch: 28
  • Post-Patch: 27

Maximum Damage Range

  • Pre-Patch: 0 – 5.7m
  • Post-Patch: 0 – 38.1m

Medium Damage

  • Pre-patch: 27
  • Post patch: None

Note: This weapon will now only have a Maximum and Minimum Damage range.

Minimum Damage

  • Pre-patch: 21
  • Post patch: 22

Minimum Damage Range

  • Pre-patch: >41.9m
  • Post-patch: >38.1m

AMES 85

Maximum Damage

  • Pre-Patch: 23
  • Post-Patch: 21

Maximum Damage Range

  • Pre-patch: 0 – 8.3m
  • Post-patch: 0 – 50.8m

Medium Damage

  • Pre-patch: 23
  • Post-patch: None

Minimum Damage Range

  • Pre-patch: 8.3 – 55.9m
  • Post-patch: None

Note: This weapon will now only have a Maximum and Minimum Damage range.

Minimum Damage

  • Pre-patch: 17
  • Post patch: 17

Minimum Damage Range

  • Pre-patch: >55.9m
  • Post patch: >50.8m

Model L

Maximum Damage

  • Pre-Patch: 29
  • Post-Patch: 27

Maximum Damage Range

  • Pre-patch: 0 – 8.9m
  • Post-patch: 0 – 44.5m

Medium Damage

  • Pre-patch: 27
  • Post-patch: None

Note: This weapon will now only have a Maximum and Minimum Damage range.

Minimum Damage Range

  • Pre-patch: 8.9 – 50.8m
  • Post-patch: None

Minimum Damage

  • Pre-patch: 21
  • Post patch: 22

Minimum Damage Range

  • Pre-patch: >50.8m
  • Post patch: >44.5m

Headshot multiplier reduced from 1.3x to 1.15x

Goblin Mk2

Maximum Damage

  • Pre-Patch: 39
  • Post-Patch: 37

Maximum Damage Range

  • Pre-patch: 0 – 6.4m
  • Post-patch: 0 – 39.4m

Medium Damage

  • Pre-patch: 37
  • Post-patch: None

Note: This weapon will now only have a Maximum and Minimum Damage range.

Minimum Damage Range

  • Pre-patch: 6.4 – 39.4m
  • Post-patch: None

Minimum Damage

  • Pre-patch: 30
  • Post patch: 30

Minimum Damage Range

  • Pre-patch: >39.4m
  • Post patch: >39.4m

AS VAL

Maximum Damage

  • Pre-Patch: 21
  • Post-Patch: 20

Maximum Damage Range

  • Pre-patch: 0 – 9.5m
  • Post-patch: 0 -21.6m

Medium Damage

  • Pre-patch: 17
  • Post-patch: None

Note: This weapon will now only have a Maximum and Minimum Damage range.

Minimum Damage Range

  • Pre-patch: 43.3 – 53.3m
  • Post-patch: None

Minimum Damage

  • Pre-patch: 15
  • Post patch: 15

Minimum Damage Range

  • Pre-patch: >53.3m
  • Post patch: >43.2m

SMG Adjustments

C9

Maximum Damage

  • Pre-Patch: 29
  • Post-Patch: 29

Maximum Damage Range

  • Pre-patch: 0 – 12.7m
  • Post-patch: 0 – 13.3m

Medium Damage

  • Pre-patch: 23
  • Post-patch: 23

Medium Damage Range

  • Pre-patch: 12.7 – 15.9m
  • Post-patch: 13.3 – 16.5m

Medium Damage 2

  • Pre-patch: 19
  • Post-patch: 19

Medium Damage Range 2

  • Pre-patch: 16 – 27.3m
  • Post-patch: 16.6 – 30.5m

Minimum Damage

  • Pre-patch: 16
  • Post patch: 16

Minimum Damage Range

  • Pre-patch: >27.3m
  • Post patch: >30.5m

KSV

Maximum Damage

  • Pre-Patch: 26
  • Post-Patch: 26

Maximum Damage Range

  • Pre-patch: 0 – 10.2m
  • Post-patch: 0 – 10.8m

Medium Damage

  • Pre-patch: 21
  • Post-patch: 21

Medium Damage Range

  • Pre-patch: 10.3 – 15.2m
  • Post-patch: 10.9 – 15.9m

Medium Damage 2

  • Pre-patch: 15
  • Post-patch: 19

Medium Damage Range 2

  • Pre-patch: 15.3 – 26.7m
  • Post-patch: 16 – 29.2m

Minimum Damage

  • Pre-patch: 13
  • Post patch: 13

Minimum Damage Range

  • Pre-patch: >26.7m
  • Post patch: >29.2m

Tanto .22

Maximum Damage

  • Pre-Patch: 38
  • Post-Patch: 38

Maximum Damage Range

  • Pre-patch: 0 – 6.4m
  • Post-patch: 0 – 6.4m

Medium Damage

  • Pre-patch: 34
  • Post-patch: 34

Medium Damage Range

  • Pre-patch: 6.4 – 15.2m
  • Post-patch: 6.4 – 16.5m

Medium Damage 2

  • Pre-patch: 28
  • Post-patch: 28

Medium Damage Range 2

  • Pre-patch: 15.3 – 25.4m
  • Post-patch: 16.6 – 27.9m

Minimum Damage

  • Pre-patch: 22
  • Post patch: 22

Minimum Damage Range

  • Pre-patch: >25.4m
  • Post patch: >27.9m

PP-919

Maximum Damage

  • Pre-Patch: 25
  • Post-Patch: 25

Maximum Damage Range

  • Pre-patch: 0 – 15.9m
  • Post-patch: 0 – 16.5m

Medium Damage

  • Pre-patch: 20
  • Post-patch: 20

Medium Damage Range

  • Pre-patch: 16 – 19.7m
  • Post-patch: 16.6 – 20.3m

Medium Damage 2

  • Pre-patch: 17
  • Post-patch: 17

Medium Damage Range 2

  • Pre-patch: 19.8 – 29.2m
  • Post-patch: 20.4 – 31.8m

Minimum Damage

  • Pre-patch: 15
  • Post patch: 15

Minimum Damage Range

  • Pre-patch: >29.2m
  • Post patch: > 31.8m

Jackal PDW

Maximum Damage

  • Pre-Patch: 27
  • Post-Patch: 27

Maximum Damage Range

  • Pre-patch: 0 – 14.6m
  • Post-patch: 0 – 15.2m

Medium Damage

  • Pre-patch: 20
  • Post-patch: 20

Medium Damage Range

  • Pre-patch: 14.7 – 17.8m
  • Post-patch: 15.3 – 18.4m

Medium Damage 2

  • Pre-patch: 17
  • Post-patch: 17

Medium Damage Range 2

  • Pre-patch: 17.8 – 26m
  • Post-patch: 18.5 – 29.8m

Minimum Damage

  • Pre-patch: 15
  • Post patch: 15

Minimum Damage Range

  • Pre-patch: >26m
  • Post patch: >29.8m

Kompakt 92

Maximum Damage

  • Pre-Patch: 20
  • Post-Patch: 20

Maximum Damage Range

  • Pre-patch: 0 – 10.8m
  • Post-patch: 0 – 11.4m

Medium Damage

  • Pre-patch: 17
  • Post-patch: 17

Medium Damage Range

  • Pre-patch: 10.9 – 14.6m
  • Post-patch: 11.4 – 15.2m

Medium Damage 2

  • Pre-patch: 13
  • Post-patch: 13

Medium Damage Range 2

  • Pre-patch: 14.7 – 22.9m
  • Post-patch: 15.3 – 26.7m

Minimum Damage

  • Pre-patch: 11
  • Post patch: 11

Minimum Damage Range

  • Pre-patch: >22.9m
  • Post patch: >26.7m
Shotguns

Recently, we tackled a problem concerning shotgun Slugs, yet we’re persistently addressing another matter that makes this accessory perform better in hip fire than planned. Slugs are designed to provide a distinct playstyle for shotguns, offering a trade-off between close-range power and extended range and accuracy. Temporarily, we’re disabling the one-shot body kill functionality of Slugs, and we will reassess and fine-tune this attachment in our forthcoming update.

  • Marine SP
    • Slug attachment Max Damage reduced from 106 to 92.
  • ASG-89
    • Slug attachment Max Damage reduced from 106 to 92.

Perks

  • Recon Combat Specialty
    • Reduced duration that enemies are highlighted after respawning to 1.5 seconds from 2 seconds. An additional reduction will be coming before Season 01.
    • Resolved an issue that allowed players to activate Recon Combat Specialty by changing Loadouts.
  • Dispatcher
    • Increased Dispatcher Perk score cost for UAV from 500 to 550.
    • Increased Dispatcher Perk score cost for Counter UAV from 550 to 600.

In the start of Season 1, we’re still gathering information and opinions about Multiplayer’s Perks and Combat Specialties. As of now, Enforcer is the top pick for Combat Specialty, closely followed by Recon. However, it’s not just about numbers; your input significantly influences how we balance the game in real-time. Today, we’re making minor tweaks as part of our comprehensive review of Perks and Combat Specialties in the long run.

Equipment

  • Flashbang
    • Reduced Flashbang Tactical screen effect duration by 20%.

Scorestreaks

  • Increased health of UAV and Counter UAV (rockets to destroy remain unchanged).
  • Increased initial explosion radius of Napalm Strike.
  • Reduced the initial entry delay of the LDBR.
  • Increased the fly-in speed of the Strategic Bomber.
  • Reduced score cost for Interceptors from 1250 to 1150.

Movement Updates

  • Adjusted stance change cooldowns to reduce effectiveness of repeated prone to stand movement (enough snaking).

XP Earn Rates

  • Adjusted Player XP and Weapon XP earn rates for most modes to ensure that players are being rewarded for their match performance as expected wherever they play. These changes include:
    • Increased Weapon XP earn rates for most modes
    • Increased Player XP earn rates for the following modes:
      • Team Deathmatch
      • Control
      • Search & Destroy
      • Gunfight
    • Slight decrease to Player XP and Weapon XP earned in Face Off modes

Challenges

  • Addressed an issue where players were able to complete the Nuke Challenge while dying.

UI

  • Appropriate Perks will now display when viewing the featured player during Best Play.

Known Issues

  • Gunsmith
    • We are investigating an issue where any equipped Optic attachment is removed when when entering the Gunsmith in Main Menus.
      • Players will not notice this issue if entering Gunsmith during a match.
      • Players can equip Optic attachments, but will need to re-equip them anytime they enter Gunsmith in a Main Menu to adjust attachments or customizations.
        • In cases where an Optic is locked and equipped via a Blueprint, players will need to reapply the Blueprint to obtain the Optic.

ZOMBIES

  • UI
    • GobbleGum names will now properly update when switching between tier tabs.

Read More

2024-11-05 00:39