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MULTIPLAYER
Challenges
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Fixed an issue where the “Trip Cap” Dark Ops challenge could be completed earlier than intended.
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General crash-and-stability improvements.
Global
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Aim Assist: After analyzing Beta data and player feedback, adjustments have been made to better balance controller vs. keyboard/mouse input. Controller users were slightly favoured at close range, keyboard/mouse slightly advantaged at long range. The update focuses on the strength and activation conditions of Rotational Aim Assist.
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The range before full strength is achieved has been increased.
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Slight increase to full strength at very long ranges.
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A new requirement: the right stick must be tracking an enemy target for full Rotational Aim Assist to activate. If the right stick is not used in aiming, strength is reduced.
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Movement
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Mantling has been improved to be smoother, faster and more consistent.
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Fixed an issue where players could dive when moving slower than intended.
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Slide acceleration, speed and duration slightly reduced.
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XP Earn Rates
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Weapon XP rates increased: weapons will level up roughly ~25% faster than in Black Ops 6.
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Overclock item earn rates have been standardised across Lethals, Tacticals, Field Upgrades and Scorestreaks.
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Daily Challenge Bonus XP raised from 3,000 XP to 5,000 XP.
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Challenges
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Players can now re-roll one Daily Challenge per day (per mode). The re-roll will replace the current challenge with another that may better match the player’s playstyle.
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Medals & Score Events
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Many new Medals added for Multiplayer and Zombies, and several returning Medals from the Beta have been reinstated. Players can check the full list in Career > Stats.
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Weapons: Multiplayer & Zombies
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Broad tuning changes are being made across weapon classes (SMGs, Assault Rifles, Shotguns) and attachments. The intent is to pull back some of the extreme stacking of certain attributes (Damage Range, Bullet Velocity, Recoil Control, Movement Speed) while still allowing weapon builds to progress and differentiate.
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Jump-to-ADS and Sprint-to-Fire penalties have been slightly increased across most weapon classes. The reasons: (1) balancing the prevalence of Wall Jump engagements now that ADS during Wall Jump is baseline, and (2) given the increased opportunities to reduce those penalties via attachments (including some Prestige attachments), certain weapons will shine in advanced movement builds.
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Assault Rifles – General Adjustments
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Jump ADS Speed Penalty increased from 30 % → 40 %.
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Jump Sprint to Fire Penalty increased from 35 % → 45 %.
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Tactical Laser (as an attachment): Tac Stance ADS Speed improvement reduced from 25% → 20%.
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Example: M15 MOD 0
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New mid-damage range added: it will be harder to get a 4-shot kill with headshots beyond close range.
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Barrel and other attachment adjustments include slightly reduced improvements to certain attributes (bullet velocity, range, movement speed) to moderate extremes.
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SMGs – General Adjustments
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Jump ADS Speed Penalty increased from 30% → 40%.
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Jump Sprint to Fire Penalty increased from 35% → 45%.
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Fixed ADS firing motion issue when using the Recoil Stabilization stat.
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Tac Stance ADS Speed improvement (attachment) reduced from 25% → 15%.
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Example: Ryden 45K – Damage ranges reduced: maximum damage now ends at ~10.4 m (down from ~11.7 m), etc. Hip-fire spread and sprint/jump hip-fire spread increased.
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Example: Dravec 45 – Given as a high-performer in Beta; adjustments heavier than on other SMGs: more hip-fire spread, range reductions, head-shot multiplier increased slightly, etc. The aim is for it to remain accurate but sacrifice some speed and power relative to other SMGs.
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Shotguns – Significant mechanical rework:
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Shotguns now have two damage values: pellet damage (for each pellet that hits) and base damage (applied once per shot if the shot hits). This allows for finer consistency and less extreme spike kills.
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All pellets now do damage (previously capped at max four).
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Slugs: improved to support more use cases beyond pure close-quarters.
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Hip-fire spread when sprinting with the Gung Ho perk increased (to enforce a mid-range trade-off).
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Jump ADS and Sprint to Fire penalties increased as above for other weapon classes. Muzzle flash on Slug rounds reduced. Leg & foot multipliers increased from 0.8× to 1× (i.e., less damage reduction when hitting those areas).
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Example: M10 Breacher – A detailed breakdown of range tiers (Maximum, Medium1, Medium2, Minimum) for both pellet and base damage, with values changed across the tiers (maximum damage range reduced, etc).
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Example: Akita – Third shotgun at launch; full stats of base and pellet damage included to help players understand its mechanics at launch.
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ZOMBIES
Gameplay
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Fixed an issue where players could boost health beyond intended values.
Perk-a-Colas -
Quick Revive: fixed an issue where the Equivalent Exchange augment was not working correctly.
Field Upgrades -
Aether Shroud: fixed an issue where the after-image persisted longer than intended.
Stability -
Fixed an issue preventing some players from loading into Zombies matches. Various crash-and-stability improvements applied.
CO-OP CAMPAIGN
Gameplay
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Fixed an issue where event progress could be lost if players left the activity area.
Stability -
Fixed an issue where players could become stuck on a persistent black screen when loading into the Endgame. Additional crash-and-stability improvements implemented.
Earlier Deployments – November 16, 14, and 12
November 16
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Multiplayer: Fixed an issue where Quick Play filters could invert selected Game Modes after dismissing After-Action Report menus. Fixed bug preventing creation of Custom Loadouts 6-10 for players with Spanish selected as game language. Standard crash-and-stability patches.
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Zombies: Fixed exploits in the Ashes of the Damned map that allowed players to avoid enemy targeting. Stability improvements for matches where players got “lost connection to host/server” or “connection timed out”.
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Co-op Campaign: Improved stability when using in-game voice chat. Additional crash-and-stability fixes.
November 14 -
Multiplayer: XP Earn Rates updated: Search & Destroy – fixed issue where players wouldn’t earn Match Bonus if they didn’t deal damage in final round. Skirmish – significant increase to Level XP and Weapon XP-earn rates (deployed Nov 13). Free-For-All – increased Weapon XP-earn. Kill Order – slight increase to Level XP. Kill Confirmed – slight Level XP boost. Overload – increased Weapon XP.
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Challenges: extended the window to earn the Jump Shot medal after a Wall Jump. Fixed issue where Daily Challenges didn’t reset when entering new Prestige.
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Stability: Stability issues in S&D when last player alive is announced; issues in MP Training Course; issues in Benchmark tool; lethals/perks/scorestreaks stability improvements (Point Turret, Vendetta perk, Tracker perk, DAWG, Skewer).
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Zombies: Rare issue where enemies could ignore players when they should target; loading error fixed.
November 12 (“Welcome to Launch Week” note)
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Announcement that the game launches this week, pre-load available, and that they’ve been sharing Dev Talks with features including: day-one patch highlights, weapon tuning, map adjustments, scorestreak tuning, weapon XP earn rate details, MP & Zombies gameplay updates, bugs & improvements.