The next entry in the Call Of Duty series is almost here. On Novem­ber 13th Black Ops Cold War launch­es to the mass­es on 5 dif­fer­ent plat­forms. Devel­op­er Tre­yarch received a ton of feed­back from the games two beta peri­ods and has made a lot of changes to how the game plays, the move­ment sys­tem, slid­ing, gun­smith and much more have seen some adjust­ments. check out the full patch notes below.

Call Of Duty Black Ops Cold War Day One Patch Notes

Start­ing on Day One, you’ll have new maps to play, more game modes in both Core and Hard­core playlists, new weapons and Cre­ate-a-Class con­tent, more Perks, more Score­streaks, a new Sea­son­al Pres­tige sys­tem, new Chal­lenges, and oth­er new fea­tures to enjoy. As we begin the final count­down to launch, we’ve pro­vid­ed the high-lev­el details on what’s been updat­ed and improved across Mul­ti­play­er and Audio for launch (or short­ly after­ward) since last month’s Open Beta:

MULTIPLAYER

Modes

  • Addi­tion­al Modes
    • Added modes since Beta:
      • Search & Destroy
      • Free-For-All
      • Hard­core Team Deathmatch
      • Hard­core Domination
      • Hard­core Kill Confirmed
      • Hard­core Search & Destroy
      • Hard­core Free-For-All
  • Fireteam: Dirty Bomb
    • Game­play
      • Added Ammo Caches to Ruka and Alpine.
      • Added rap­pel lines to Alpine.
      • Play­ers can now con­tin­ue sprint­ing while equip­ping Armor Plates.
      • Play­ers will now auto­mat­i­cal­ly be air deployed after 15 sec­onds in the over­head spawn view.
      • Both the downed play­er and play­er reviv­ing will be locked in place dur­ing a revive to avoid the revive from failing.
      • Added the abil­i­ty to Call for Help while downed.
      • Added sup­port for bash­ing a door when begin­ning to sprint next to a door.
      • Added sup­port for con­fig­urable squad wipe respawn delays based on squad size (squads of 1 have no addi­tion­al squad wipe respawn delay).
      • Made adjust­ments to objec­tive placements.
    • Dirty Bombs/Radiation
      • Arm­ing progress will now dis­play on the charge when arm­ing a dirty bomb.
      • When arm­ing the dirty bomb, lights on the charge will now show how many team­mates are assist­ing in arming.
      • Improve­ments made to radi­a­tion visu­als when in the over­head spawn view.
      • The line to safe­ty while inside of a radi­a­tion zone will no longer point play­ers toward out of bounds.
    • Loot
      • Radi­a­tion Vest item added to loot pool. This vest will pre­vent the wear­er from tak­ing radi­a­tion dam­age inside of the radi­a­tion zones.
      • Com­bat Bow, VTOL Escort, Cruise Mis­sile, and Gun­ship added to loot pool.
      • Adjust­ed item spawn rates to reduce high­er end Score­streak frequency.
    • Vehi­cles
      • Reduced fre­quen­cy of Hind spawn.
      • Adjust­ed vehi­cle drop tim­ing to reduce the fre­quen­cy of Hind, Tank, and FAV spawns.
      • Direc­tion­al dam­age indi­ca­tors now point toward the vehi­cle when tak­ing explo­sive dam­age from a Hind or Chop­per Gunner.
    • Ping
      • Added the abil­i­ty to Ping while downed.
      • Added the abil­i­ty to Ping from vehicles.
      • Added the abil­i­ty to Ping downed teammates.
      • Added the abil­i­ty to Ping Field Upgrades and thrown C4 explosives.
      • Added a cen­ter dot while freefalling and para­chut­ing for more accu­rate pinging.
    • Mis­cel­la­neous
      • Made adjust­ments to the fireteam intro scene to bet­ter high­light the fireteam.
      • Added an in-game out­ro scene that high­lights the win­ning fireteam.
      • Kill­cams and Best Plays will now pri­or­i­tize downs instead of clean-ups.
    • Bug Fix­es
      • Addressed an issue that would pre­vent objec­tive way­points from dis­play­ing in the over­head spawn view.
      • Addressed an issue where play­ers could be killed as soon as they deployed via air.
      • Addressed a num­ber of issues that would cause a play­er to spawn away from their intend­ed team­mate on the ground from the over­head spawn view.
      • Addressed an issue where play­ers could not deposit Ura­ni­um into a dirty bomb.
      • Addressed an issue where the play­er could be con­sid­ered out of bounds when deploy­ing from the infil plane.
  • VIP Escort
    • Play­ers can now quick-deploy para­chute in Cross­roads and Arma­da in VIP Escort.
    • The VIP is now tak­en into the heli­copter by a winch oper­a­tor upon exfil completion.
    • The exfil noti­fi­ca­tion is now trig­gered when the VIP gets near an exfil heli­copter in order to give the defend­ing team more time to react.
      • Upon get­ting near the exfil site, the heli­copter will begin low­er­ing the fast rope, and all play­ers in the match will be noti­fied that the exfil process has begun.
      • Once the fast rope is low­ered, the VIP can inter­act with the rope to hook up for exfil.
  • Com­bined Arms
    • Play­ers can now quick-deploy para­chute in Com­bined Arms game modes (where applicable).

Weapons / Gunsmith

  • New Weapons
    • Added new weapons in mul­ti­ple categories:
      • FFAR 1 assault rifle
      • Bull­frog SMG
      • M60 LMG
      • DMR 14 tac­ti­cal rifle
      • M79 spe­cial launcher
      • + more
  • Weapon Bal­ance
    • Assault Rifles
      • Tuned gen­er­al assault rifle per­for­mance clos­er to Krig 6 and XM4 Beta per­for­mance for bet­ter bal­ance across the class.
      • Increased AK-47 recoil.
    • Sub­ma­chine Guns
      • Reduced SMG effec­tive­ness at longer ranges to counter the dom­i­nance of the class seen in the Beta.
    • Light Machine Guns
      • Increased LMG dam­age out­put to improve the effec­tive­ness of the class.
      • Increased LMG ADS times.
    • Sniper Rifles
      • Adjust­ed aim assist to feel smoother yet require more skill and precision.
      • Slight­ly increased sniper rifle ADS times.
      • Sniper scope glint will now dis­play more regularly.
    • Pis­tols
      • Decreased burst-fire pis­tol hip-fire accuracy.
      • Reduced burst-fire pis­tol max dam­age range.
    • Shot­guns
      • Reduced semi-auto shot­gun fire rate.
    • Launch­ers
      • Slight­ly increased inner dam­age of launch­er rock­ets to allow for lethal dam­age when placed precisely.
    • Melee
      • Slight­ly reduced sprint­ing speed with the Knife equipped.
  • Recoil and Sight Alignment
    • Cleaned up issues with bul­let direc­tion and recoil to feel more intu­itive and responsive.
      • In the Beta, the loca­tion of the player’s bul­let was always based on the direc­tion of their weapon, which could have a slight devi­a­tion to their eye-view per­spec­tive through the sights. These should now line up bet­ter across all iron sights and optics, pro­vid­ing more pre­ci­sion when ADS-firing.
  • Aim Assist Tuning
    • Adjust­ed a num­ber of aim assist para­me­ters to pro­vide a more expect­ed feel across weapon classes.
  • Aim­ing Down Sights (ADS)
    • Adjust­ed ADS tran­si­tions to make them smoother and more fluid.
    • Adjust­ed ADS sway to pro­vide more dra­mat­ic feel while reduc­ing weapon rotation.
    • Adjust­ed weapon push­back when fir­ing in ADS to address cas­es where optic mod­els could get too close to the play­er camera.
  • Attach­ments
    • Addi­tion­al Attachments
      • Added more attach­ments to equip in the Gunsmith.
    • Attach­ment Balance
      • Updat­ed bal­ance for rough­ly half of the attach­ments across all weapons to increase via­bil­i­ty across the board.
      • Reworked bonus­es and penal­ties on Bar­rel attach­ments to bet­ter reflect rela­tion­ship between ranges, muz­zle veloc­i­ties, and bar­rel length.
      • There are now Bar­rel attach­ments that offer short­er Bar­rel length for increased strafe speed move­ment, either when hip-fir­ing or ADS-fir­ing. This pro­vides play­ers with greater options for lean­ing into move­ment as a kit option.
      • Increased ene­my reveal range when using the mount­ed light attachment.
    • Attach­ment Descriptions
      • Updat­ed names, descrip­tions, and sta­tis­tics cat­e­gories for weapons to pro­vide a clear­er pic­ture of func­tion­al­i­ty and authenticity.
  • Dual Wield
    • Added the abil­i­ty to dual-wield pistols.
  • Weapon Lev­els
    • Increased pri­ma­ry weapon lev­els from 40 to 55.
  • Sta­tion­ary Turrets
    • Increased use radius of sta­tion­ary turrets.

Move­ment

  • Slid­ing
    • Short­ened slide length.
    • Reduced slide speed.
      • Slid­ing is intend­ed as an escape mechan­ic or quick entrance into crouch or cov­er. It’s not intend­ed to be over-used dur­ing engage­ments, or to be too advan­ta­geous in close quar­ters. We’ve short­ened the slide length and reduced its speed to address these goals.
    • End­ing a sprint to fire is now faster than slid­ing to fire.
      • In the Beta, it was faster to fire your weapon from a sprint by slid­ing than by sim­ply end­ing your sprint to fire. This has been fixed so that end­ing a sprint to fire is the faster way to get your gun up, and slid­ing to fire is no longer faster. 
  • Mantling
    • Increased speeds for all mantles.

Score­streaks

  • Addi­tion­al Scorestreaks
    • Added new Score­streaks since Beta:
      • Com­bat Bow
      • Armor
      • Care Pack­age
      • Cruise Mis­sile
      • VTOL Escort
      • Gun­ship
  • Earn Rate
    • Improved score event tun­ing and Score­streak earn poten­tial across all modes.
    • Increased score bonus thresh­olds at 10-kill and 15-kill streaks to make high streaks feel more reward­ing, and to help boost score to high­er-end Scorestreaks.
      • In the Beta, Score­streaks were being earned more often than intend­ed in sev­er­al game modes, so we’ve made tun­ing adjust­ments to bring the over­all earn rate down. On the oth­er hand, because even top play­ers were hav­ing a hard time get­ting to the high­est Score­streaks, we’ve increased the score bonus thresh­olds for high­er kill streaks.
  • Score­streak Tuning
    • Attack Heli­copter
      • Increased Attack Heli­copter dam­age from 5‑hit kill to 3‑hit kill.
    • Chop­per Gunner
      • Slight­ly reduced Chop­per Gun­ner dura­tion and damage.
  • Costs
    • Bal­ance adjust­ment to all Score­streak costs.
  • UI
    • Added a numer­i­cal dis­play show­ing remain­ing score required to earn your equipped Score­streaks, which appears briefly on respawn and after clos­ing the Scoreboard.
    • Improved Score­streak tablet cur­sor speed.
    • Improved vis­i­bil­i­ty of Score­streak tablet red dots for indoor enemies.
  • Cooldowns
    • Added vari­a­tion to Score­streak cooldowns to allow for more inter­est­ing play­er choic­es and strat­e­gy, while also reduc­ing low-end Score­streak spam.
  • Mis­cel­la­neous
    • Updat­ed default Score­streak selection.
    • Updat­ed Score­streak descrip­tions with more detail on new functionality.
    • Improved rumble/camera shake on Score­streak events.

Spawns

  • Gen­er­al spawn adjust­ments across all modes.
  • Ene­mies in Gun­boats will now prop­er­ly can­cel spawns with­in their line of sight.

Perks

  • Flak Jack­et
    • Flak Jack­et dam­age reduc­tion reduced by 5%.
  • Para­noia
    • Updat­ed the sound for when an ene­my is aim­ing at you with Para­noia equipped.

Equip­ment

  • Frag
    • Improved Frag throw­back speed.
  • Stim Shot
    • Cooldown increased from 8 sec­onds to 11 seconds.
  • Decoy
    • Dura­tion reduced from 20 sec­onds to 15 seconds.
    • Decoy will now play a sta­t­ic sound effect every few sec­onds, so atten­tive play­ers can dis­cern fake foot­steps from real ones.

Field Upgrades

  • Field Mic
    • Field Mic lis­ten­ing radius reduced by 10%.
    • Field Mic cooldown increased to from 3:00 to 3:30.

Fea­tures

  • Added Mil­i­tary Ranks up to 55 in stan­dard play­er progression.
  • Added Sea­son­al Pres­tige play­er pro­gres­sion sys­tem, begin­ning at launch after com­plet­ing Mil­i­tary Rank 55.
  • Added Chal­lenges for Cam­paign, Mul­ti­play­er, and Zombies.
  • Added unlock­able Weapon Camos.
  • Play­er and weapon cus­tomiza­tion now available.
  • Added Com­bat Record.
  • Added The­ater support.
  • Added Mul­ti­play­er bot support.
  • Added Fin­ish­ing Move support.
  • Added Weapon Inspect support.

AUDIO

Game Audio

  • Gen­er­al
    • Pol­ished vol­umes and sound falloffs for weapons, foley audio, ambi­ent sys­tems, and map transitions.
    • Addi­tion­al map sound design improvements.
  • Game­play Audio
    • Improved weapon and foot­step sounds.
    • Improved hit mark­er sounds.
    • Improved play­er dam­age feed­back sounds.
  • Acoustics
    • Pol­ished acoustics sys­tems that sim­u­late how sounds trav­el through/around geometry.
      • Since the Beta, we’ve cre­at­ed new reverbs for mul­ti­ple areas, pol­ished fil­ter val­ues so full occlu­sion now sounds more nat­ur­al, and tweaked the way inte­ri­or and exte­ri­or sounds blend as you move through spaces.
    • Tuned acoustics of every map.
      • This affects how the map geom­e­try influ­ences every sound, from reverb (how sounds bounce and echo) to occlu­sion (how objects block sound waves). Map acoustics are based on phys­i­cal sim­u­la­tions of sound waves trav­el­ling through the map. As a result, all sounds should feel even more immer­sive and real­is­tic, with a high lev­el of fidelity.
  • Music Play­er
    • Added Music Play­er, allow­ing play­ers to lis­ten to music tracks unlocked by play­ing the game.
    • Play­ers can select tracks as their menu music or in-game music.
  • Audio Pre­sets
    • Added mul­ti­ple audio mix presets.

Call Of Duty Black Ops Cold War Launches On November 13th 2020 for the PlayStation 5, PlayStation 4, Xbox Series X, Xbox Series S, Xbox One and PC.