Patch Notes
Check below for the full list of patch notes.
Backend fixes to prevent crashes and improve stability across all platforms, include dev errors, and various performance fixes.
Fix for a few bugs where some streaks and Field Upgrades were able to be flown out of bounds without penalty. General out of bound fixes were also added.
Fix for a bug where a player being killed by an enemy with a Variable Zoom Scope would not see the zoom function in the killcam
Fix for the Semtex warning audio being heard at the same volume whether in a building or outside
In Headquarters, players were able to place a Tac Insert and respawn when their team owned the point. This has been fixed.
Fix for various collision issues across maps
Added UI that shows when XP events are active in playlists menus
Sprint and Tactical Sprint speeds are now back to speeds in Beta
Fix for a bug where the progress of the bomb defusal can be seen by the team that planted the bomb
Fix for a bug that revealed players to UAVs when they fired their weapons, even if they had Ghost and a silencer equipped
Fixed an issue where if multiple Personal Radars were active on a team, and are both marking the same enemy, only one player would see the enemy on their minimap.
RIOT SHIELD:
Fixed an issue where the throwing knife and Thermite weren't causing the shield to go on the player's back when thrown. We've also fixed the issue where explosive splash damage wasn't working consistently. We'll continue to tune the Riot Shield in future updates.
CLAYMORES:
Detonating an enemy claymore with bullets is now non-lethal when at full health. We've also reduced the trigger and damage radius and also reduced the damage width to better match the trigger width.
BATTLE CHATTER:
Removed the ability for enemies to hear when they've been called out by the opposing team. We also adjusted the enemy callouts so they are never from your Operator. Enemy callouts now use a more restricted cone at the hip and even more restricted in ADS when calculating whether or not to trigger. We'll continue to monitor this and make additional tweaks to Battle Chatter in future updates.
MOUNTING:
Slight increase to recoil while mounting.
PERKS:
E.O.D. now clamps damage to a non-lethal amount, assuming the player is at full health
LIGHTING:
Continued updates to player visibility in dark windows and dark areas.
FOOTSTEPS:
We've increased the occlusion percentage to filter footstep sounds behind geometry and adjusted the footstep volume at a distance. We have another large footstep change coming in the next update which will make crouch and ADS movement significantly quieter. Stay tuned!
CHALLENGES/PROGRESSION/RANK
Daily Challenges and Active Missions are getting a full sweep of testing and fixes. We'll have more updates to these systems in future updates.
Fix for a bug where the Infiltrator challenge was not tracking properly
Fix for launchers not giving XP when shooting down killstreaks
Fix for a bug where planting or defusing 5 bombs in Cyber Attack or SnD was not tracking properly
Camo challenge for "Kills After a Reload" didn't give the player enough time to acquire a kill, so time has been increased
Fix for a bug where your XP require to reach the next rank was higher than the value needed
725 Shotgun: Increase to ADS and Hip Spread, reduced damage range
M4A1 Assault Rifle: Reduced damage range, small recoil increase
Assault Rifles: Increased hip spread to reduce effectiveness up close, less damage at long range for full auto 5.56 rifles
SMGs: Increased move speed, increased ADS move speed, small reduction in sprint out time
UZI SMG: Increased damage range
MG34 LMG: Increased hip spread, damage range reduction, small ADS slow down
M91 LMG: Increased hip spread, small damage range reduction
PKM: Increased hip spread, medium damage range reduction
Pistols: Increased move speed, reduced sprint out time, increased damage range
Crouch and Prone no longer adjust recoil
CALL OF DUTY LEAGUE
Updated rulesets for CDL competitive modes in private match
CYBER ATTACK
Fix for a bug where a player could use lose their primary weapon and would be unable to see their viewmodel after being revived by a teammate
GROUND WAR
Fix for a bug where players would sometimes be unable to pick a spawn location
Fix for a bug where a Tac Insert could cause players to spawn on the enemy home base
Pick up Intel! – In the Operations, explore Verdansk to find additional backstory information of Verdansk and the Operators.
Fix for scoreboards displaying incorrect data
XP adjustments and general backend fixes
Various fixes for out of bounds and parachute exploits
Respawn timer no longer stays on screen after teammates are revived from bleedout
Fix for issue where the Munitions were not usable after respawning via Gunship
Fix for losing your weapons when picking up the core
Achievements can now be unlocked in CP
Fix for issue where players could spawn with their weapons in the downed state
Picked up Munitions no longer carry over from match to match. Only the Munitions you purchase with points will.
When respawning via the Gunship, you will no longer be given the Tank role
Selecting an Allegiance Operator or Allegiance as a favorite faction will now properly assign the voice of the correct operator
Operation Headhunter: Fix for a bug where players are not able to lock missiles onto the final boss helicopter
Operation Crosswind: Adjusted stealth for gameplay
Operation Paladin:
Fix for a bug where there was no UI or indicator of where to go or how to finish the objective after defending the 3rd arms crate
Fix for a bug where the default weapon was different than the weapon a player would hold if they were placed in Last Stand
Same lol
There's a bug that it needs 64 players before one match can start or something.Same lol
Edit - as soon as I said that finally started 5 minutes later.
Same lol
Edit - as soon as I said that finally started 5 minutes later.
Camping won't change unless they actually change the mapsAfter a quick round of FFA... nothing really changed. Meta is still M4/725/claymore spam, footsteps still loud, camping still dominant.
Played a couple of quick rounds and while running feels much better now, everything else does seem like same old, same old. Still getting hipfire OHK'd by the 725 from far away. So the patch ain't gonna be enough for me, but hopefully the new 6v6 map is good and maybe I'll get a few dozen matches of fun out of it.
I'm also getting fucking wrecked. Like, <0.3kdr wrecked. Not sure what's going on.
Have they mentioned anything about old maps making a return? That would hopefully reduce the camping, atleast on those maps
What I'm really hoping for is Christmas Crash (which I never got on the 360).
I wasn't looking for an argument over it, I was just saying they've been in CoD for ages....
Please no, I hated that and all the other goofy variant maps they did.
Oh man I laughed out loud at work watching this. I'm still chuckling.Lol I had this encounter a few days ago, when two riot shields collide!
They were really trying to temper expectations so I didn't expect the patch to include this much. I'm stuck at the office all day but looking forward to impressions. Seems like Ground War may be busted right now.
Balancing shotguns has to be the hardest thing in a game that promotes itself as striving for a more "realistic" take on warfare.
On one hand, yeah it is frustrating and somewhat limits the gameplay opportunities of other weapons, but on the other hand... a shotgun that isn't a one hit kill at close to mid range would seem a bit weird?
Sure, the range can be tweaked somewhat (seeing those outrageous longshots certainly made me laugh), but what is it that people want? 2 hits from a shotty to get a kill in a game where TTK is extraordinarily low?
I don't think we'll ever have something that isn't constantly complained about tbh.
Balancing shotguns has to be the hardest thing in a game that promotes itself as striving for a more "realistic" take on warfare.
On one hand, yeah it is frustrating and somewhat limits the gameplay opportunities of other weapons, but on the other hand... a shotgun that isn't a one hit kill at close to mid range would seem a bit weird?
Sure, the range can be tweaked somewhat (seeing those outrageous longshots certainly made me laugh), but what is it that people want? 2 hits from a shotty to get a kill in a game where TTK is extraordinarily low?
I don't think we'll ever have something that isn't constantly complained about tbh.
Balancing shotguns has to be the hardest thing in a game that promotes itself as striving for a more "realistic" take on warfare.
On one hand, yeah it is frustrating and somewhat limits the gameplay opportunities of other weapons, but on the other hand... a shotgun that isn't a one hit kill at close to mid range would seem a bit weird?
Sure, the range can be tweaked somewhat (seeing those outrageous longshots certainly made me laugh), but what is it that people want? 2 hits from a shotty to get a kill in a game where TTK is extraordinarily low?
I don't think we'll ever have something that isn't constantly complained about tbh.
Games taking 5+ minutes to start, and every time I had to respawn, my loadout menu was popping up constantly on the respawn menu. Really fking annoying.
Games taking 5+ minutes to start, and every time I had to respawn, my loadout menu was popping up constantly on the respawn menu. Really fking annoying.
Not sure if people were having that other issue, but it seemed like when I was hovering over a teammate to spawn on them, and they go red (meaning I can't spawn on them), it would bring up the loadout menu. Also happened when enemies were on a point, making it red or if they took over a location.
Sat on the respawn menu to see how much it would do it and it happened like 30 times within a minute lol
Weird thing is, I've had this issue happen before.. but not this much, way far less..
Edit - Yup looked it up and other people having the same loadout issue.
LOL
Apparently lol, hope it's fixed up by the time the new map comes out, really want a new ground war map to mess around with.
Apparently lol, hope it's fixed up by the time the new map comes out, really want a new ground war map to mess around with.
The thing about shotguns and realism is that they would be lethal much further out than they are in games but only against flesh. Unless the shotgun is firing slugs then the pellets will be near useless against all but the cheapest kevlar. Throw in a ballistic plate and the pellets are just going to tickle. Most of the skins in CoD games have a good bit of armor on.
In a fast-paced arena shooter like Call Of Duty, a realistic shotgun makes no sense. There has to be compromises on its use, otherwise you get a situation not unlike the 725 now: everybody uses that option because it largely trumps any other option, including snipers that only really matter on 10v10 or 32v32 maps at this point. If they want a realistic weapon balance that makes shotguns as they are, they should also consider putting long (manual?) reloads for them with no chance to simply switch to another weapon in the blink of an eye. Or stop with the self-regenerating claymores or other definitely not too realistic options.
I mean, I use the pump shotgun(680 I think) and get hit markers at a certain distance which makes sense. All of the kills with the over/under shotgun are almost OHK at the same range including hip fire. That doesn't make sense.
I've had this before too! Think domination can't end in a draw?
Did I say drop shotting didn't exist? I said i personally started noticing jump shooting a lot more in blops 4.
I have actually played every cod. Apparently not as 1337 as you I guess to be matched up with all the players using "pro tactics" 🙄
The score was 199-199. So the team with 2 points at the time got 2 score and the other team got 1.