So it’s mid-sea­son for Call of Duty: Black Ops Cold War, and Tre­yarch has released an exten­sive set of patch notes for the pop­u­lar FPS. The devel­op­ment team recent­ly men­tioned mak­ing sev­er­al changes to mul­ti­ple weapons, which were includ­ed with­in this update. It was released to play­ers on March 29th 9PM PT / 12AM ET Tues­day, March 30th.

Almost every weapon type got some sort of adjust­ment, as it appears it was long past due for an over­haul. Peo­ple who have been try­ing for camo chal­lenges should be glad to hear that all rock­ets now inflict more dam­age to ene­mies with FlaK Jack­et in Hard­core. It still requires a direct hit for a kill, but it’s still a small vic­to­ry for camo seekers. 

Tre­yarch also updat­ed League Play. They com­plete­ly restrict­ed Perk Greed and Law Break­er will no longer allow play­ers to equip any weapon they want. Instead, it will let play­ers have mul­ti­ple perks from the same Perk category. 

Zom­bies has seen var­i­ous fix­es, from pathing issues to play­ers not being able to Pack-a-Punch a weapon they already upgrad­ed in the machine. It seems like out of every­thing in this rather large patch list, zom­bies got the most attention. 

You can see the full patch notes below:

GLOBAL

Weapons

  • Assault Rifles
    • Krig 6
      • Improved vis­i­bil­i­ty while fir­ing in ADS.
      • Com­plete tun­ing pass on weapon accu­ra­cy, weapon move­ment, and visu­al clar­i­ty while fir­ing with any Optic attachment.
      • Addressed instances of the weapon feel­ing “floaty” when fir­ing for a pro­longed amount of time.
    • FFAR 1
      • Increased bal­lis­tic speed by 12.8%.
    • Groza
      • Increased max­i­mum dam­age range by 40%.
    • Attach­ments
      • Com­plete tun­ing pass on Muz­zle and Under­bar­rel attach­ments that affect Recoil on assault rifles.
  • Sub­ma­chine Guns
    • Milano 821
      • Increased mid-range dam­age by 10%.
      • Increased mid-range dam­age range by 33%.
      • Increased sprint out speed by 14.2%.
      • Increased raise speed by 11%.
      • Slight­ly increased ADS-in speed.
    • KSP 45
      • Increased bal­lis­tic speed by 32.5%.
      • Reduced burst delay by 20%.
    • AK-74u
      • Reduced accu­ra­cy with pro­longed firing.
      • Reduced muz­zle veloc­i­ty by 23.4%.
    • LC10
      • Reduced max dam­age range by 41%.
      • Slight­ly reduced mid-range damage.
    • MAC-10
      • Mod­i­fied bul­let pat­tern to add slight­ly more hor­i­zon­tal trajectories.
    • Attach­ments
      • Com­plete tun­ing pass on Muz­zle and Under­bar­rel attach­ments that affect Recoil on SMGs.
  • Light Machine Guns
    • Light Machine Gun Alpha
      • Reduced max­i­mum dam­age range by 25%.
  • Sniper Rifles
    • Dis­abled glint effect on sniper rifles with Iron Sights equipped.
  • Pis­tols
    • 1911
      • Increased ADS speed by 11%.
    • Mag­num
      • Slight­ly decreased hip-fire accuracy.
      • Dual Wield: Bul­let tra­jec­to­ries are now more var­ied when fir­ing both guns simultaneously.
      • Redesigned the 4.7” Take­down Bar­rel attach­ment into a “Tight Snub” Bar­rel. This attach­ment now adds dam­age to both ene­mies and vehicles.
  • Launch­ers
    • RPG‑7
      • Slight­ly increased blast radius.
      • Great­ly increased length of straight rock­et flight path.
    • Gen­er­al
      • Rock­ets now inflict more dam­age to ene­mies with Flak Jack­et in Hard­core. Still requires a direct hit for a 1‑hit kill.
  • Attach­ments
    • Infantry V‑Choke
      • Updat­ed attach­ment descrip­tion to clar­i­fy pros and cons.
  • Weapon Pro­gres­sion
    • Play­ers can now earn Weapon XP and Chal­lenge progress by using any weapon, even if they do not cur­rent­ly own it (for exam­ple, using anoth­er play­er’s weapon picked up from the ground that the play­er does not cur­rent­ly own).

Move­ment

  • Slight­ly reduced speed of chang­ing stances from stand, crouch, and prone. Addi­tion­al adjust­ments to come to address remain­ing dis­par­i­ty between 1st-per­son and 3rd-per­son perspectives.

Com­bat Record

  • Added Vehi­cles section.
  • Addressed an issue with the “Killed By” stat not track­ing properly.

MULTIPLAYER

Maps

  • Mia­mi Strike (6v6)
    • Mia­mi Strike added to 6v6 rota­tion in Mul­ti­play­er modes.
    • Mia­mi Strike will replace the orig­i­nal Mia­mi map in all core modes with the excep­tion of Com­bined Arms, Search & Destroy, and VIP Escort.
    • Mia­mi Strike 24/7 playlist also avail­able at launch.
  • Man­sion (2v2, 3v3)
    • Man­sion added to rota­tion in Gun­fight and Face Off.
  • Golo­va (Mul­ti-Team)
    • Golo­va added to rota­tion in Mul­ti-Team modes.
  • Apoc­a­lypse
    • Hard­point: Addressed an issue that allowed play­ers to cap­ture P3 Hard­point out­side of the intend­ed boundary.
  • The Pines
    • Con­trol: Adjust­ed Zone B to allow cap­tur­ing against the piz­za counter.
  • Raid
    • Hard­point: Adjust­ed dis­tance of spawns from P1 to each side of the map to reduce chances of spawn­ing beside or behind ene­my team.
  • Gar­ri­son
    • Con­trol: Extend­ed Zone A up to the plat­form out­side of “green” room.
    • Con­trol: Con­di­tion­al Attack­er spawns added to reduce trav­el time to Zone A.
    • Hard­point: Removed spawns that were too close to P2 and P5.
    • Hard­point: Added a larg­er spread of spawns for P1, P2, and P3 to reduce chances of spawn­ing behind ene­my team.
  • Mia­mi (Orig­i­nal)
    • Scaled down bul­let col­li­sion on the Mia­mi Patrol van.

Modes

  • Mul­ti-Team Hardpoint
    • New Mul­ti­play­er mode added to Multi-Team.
    • 10 squads of four fight for mul­ti­ple Hard­points at a time. Each set of Hard­points lasts 120 sec­onds before rotat­ing to the next locations.
    • Teams will earn 1 point every sec­ond for all team­mates inside of a Hardpoint.
    • The first squad to reach 1,000 points wins the match.
  • Prop Hunt
    • Mia­mi Strike and Satel­lite added to map rotation.
    • Refreshed prop rota­tion for sev­er­al exist­ing maps.
    • Addressed an issue where the Best Play prop cam­era could appear underground.
  • Con­trol
    • New Cus­tom Game Options added:
      • Time Per Seg­ment: The amount of time added onto the cur­rent round time lim­it when a zone seg­ment is captured.
      • Over­time Rules: Deter­mines whether Over­time Defense is giv­en to the team with the most kills or the most zone seg­ments cap­tured dur­ing the pre­vi­ous rounds.
  • Gun­fight
    • Added Gun­fight mode-spe­cif­ic Medals.
    • Bat­tle Chat­ter now dis­abled in Gun­fight and Gun­fight variants.
  • VIP Escort
    • Addressed an issue where the play­er could hear incor­rect VO lines when begin­ning a round as the VIP.
  • Mul­ti-Team
    • Addressed an issue where team­mates could spawn on top of one anoth­er after a team wipe respawn.
  • Gen­er­al
    • Ene­my red dots will now be pri­or­i­tized on top of objec­tive icons on the mini-map.

Fea­tured Playlists

  • Mia­mi Strike 24/7 [NEW]
  • Mul­ti-Team Hard­point — Golo­va [NEW]
  • Mul­ti-Team Mosh­pit [NEW]
    • Mosh­pit of Mul­ti-Team modes, includ­ing 40-Play­er Hard­point on Ruka, Alpine, Sana­to­ri­um, and Golova.
  • Prop Hunt [NEW]
  • Snipers Only Moshpit
  • Nuke­town 24/7
  • Gun­fight
  • Face Off

Chal­lenges

  • Gen­er­al
    • Flashbang/Stunned Chal­lenges are now eas­i­er to complete.
  • Fog of War
    • Addressed incon­sis­ten­cies with the Smoke Grenade Cov­er Assists com­bat stat.
    • Addressed issues with “Fog of War” Chal­lenge and “Sight Unseen” Medal not track­ing prop­er­ly with the Dan­ger Close Wild­card equipped.
    • Updat­ed Chal­lenge descrip­tion for clarity.

Gen­er­al

  • Ges­tures
    • Ges­tures can now be used before the round starts.
  • Social
    • Updat­ed mes­sag­ing when a play­er is kicked from the party.
  • Tur­rets
    • Addressed an issue where play­ers on Mount­ed Tur­rets could be immune to Dirt Bike vehicles.
  • Audio
    • Addressed an issue where VO would say “No Tar­gets Destroyed” if the Attack Heli­copter was destroyed with a Cruise Missile.

LEAGUE PLAY

Wild­cards

  • Law Break­er
    • Law Break­er in League Play will no longer allow any weapon to be put into either weapon slot. Play­ers will only be able to use a Pri­ma­ry and Sec­ondary weapon.
    • Law Break­er will now only allow play­ers to equip mul­ti­ple Perks from the same Perk category.
  • Perk Greed
    • Perk Greed is now restrict­ed completely.

Match Sus­pen­sions

  • Play­ers who quit out of active match­es or are kicked for friend­ly fire will now be issued a match­mak­ing sus­pen­sion for a peri­od of time.
  • Penal­ties will esca­late if the play­er con­tin­ues to quit out of match­es or is con­sis­tent­ly kicked for friend­ly fire.

UI

  • Extend­ed place­ment brack­et to include Top 25 and Top 50.
  • Updat­ed gem rep­re­sen­ta­tion in Rank Pro­gres­sion screen.
  • Updat­ed Lad­der Event Com­plete screen with new gem cel­e­bra­tion animation.
  • Added loca­tion to the top of the League Play Lad­der to show­case cur­rent place­ment gems.

ZOMBIES

Out­break

  • New Region
    • Sana­to­ri­um (Night) region added to Outbreak.
  • New Objec­tive
    • Secure Objec­tive added to Outbreak.
  • New Vehi­cle
    • Dirt Bike vehi­cle added to Outbreak.
  • New Intel
    • New Audio Logs and Radio Trans­mis­sions added for play­ers to dis­cov­er in the Ural Mountains.
  • Sta­bil­i­ty
    • Added fix­es for var­i­ous crash­es relat­ed to Objec­tives, Tri­als, the RAI‑K 84, and the Frost Blast Field Upgrade.
  • Game­play
    • Addressed var­i­ous issues where play­ers could fall out of the map on Alpine.
    • Addressed an issue where play­ers could get stuck in a planter on Golova.
    • Addressed an issue where the Gold­en Chest could push vehi­cles under the map.
    • Addressed an issue where kills with vehi­cles were not always con­tribut­ing to the Drag­on Relic.
    • Play­ers will now take dam­age from the Drag­on Rel­ic rock­et thrusters when it takes off. Look out below!
  • Objec­tives
    • Hold­out
      • Reduced dura­tion of Hold­out Objec­tive by 30 seconds.
      • Added Ammo Cache to the Hold­out Objec­tive space in Alpine.
      • Cleaned up areas that were inter­fer­ing with bar­ri­cad­ing and shoot­ing out of win­dows in the Golo­va Hold­out Objective.
    • Defend
      • The Defend con­sole now takes more dam­age from Hellhounds.
      • Addressed an issue where pick­ing up the spec­i­men head while prone could pre­vent the play­er from being able to deposit it dur­ing the Defend Objective.
    • Retrieve
      • Addressed an issue where the progress bar for deposit­ing the can­is­ter could break dur­ing the Retrieve Objective.
    • Escort
      • Ene­mies will no longer de-spawn when the Pay­load teleports.
  • Ene­mies
    • Addressed var­i­ous zom­bie pathing issues in Ruka, Alpine, and Golova.
    • Addressed an issue where Man­glers could still use their arm can­nons and Kras­ny Sol­dats could still use their jet packs after they were destroyed by Ener­gy Mines.
    • Addressed an issue where dam­age from the Tem­pest was not mit­i­gat­ed by Armor.
    • Addressed an issue where zom­bies would ignore play­ers when anoth­er play­er deployed a Cym­bal Mon­key and left the match.
  • Field Upgrades
    • Addressed an issue where Field Upgrades could be reset after switch­ing class­es and warp­ing to anoth­er region.
    • Addressed an issue where Field Upgrade charge was not reset when chang­ing classes.
  • Chal­lenges
    • Addressed an issue where Elites were not being count­ed toward the Out­break Elim­i­na­tions challenge.
  • Tri­als
    • Addressed an issue where Tri­als chal­lenges were dupli­cat­ing ear­li­er than intended.
  • Pack-a-Punch
    • Addressed an issue where play­ers were unable to re-roll attach­ments on some weapons after upgrad­ing them at the Pack-a-Punch machine.
    • Closed an exploit that allowed dupli­ca­tion of the Ray Gun or RAI‑K 84 using the Pack-a-Punch machine.
  • Equip­ment
    • Addressed an issue where play­ers with a full stack of Equip­ment had the option to pick up that same Equip­ment and drop their stack.
  • Sup­port
    • Sup­port weapons that use ammo will no longer be refilled when warp­ing to anoth­er region.

Round-Based Maps

  • Fire­base Z
    • Addressed an issue where cross-plat­form play­ers were unable to load into a Pri­vate match.
    • Closed an exploit in the Vil­lage where zom­bies were unable to attack the player.
    • Closed an exploit that allowed play­ers to leave the map in Rocky Defense.
    • Closed an exploit that allowed access­ing the Tele­porter before pur­chas­ing the first door.
  • Die Mas­chine
    • Addressed an issue where the D.I.E. Shock­wave could be obtained through the door to its location.
  • Sta­bil­i­ty
    • Added var­i­ous crash fix­es relat­ed to side quests.

Dead Ops Arcade 3

  • Pro­gres­sion
    • Play­ers now earn play­er XP and Bat­tle Pass pro­gres­sion in all Dead Ops Arcade modes (sub­ject to addi­tion­al tuning).
  • Bonus Maps
    • New Sil­ver­back Slide­ways bonus map added to rotation.
  • Game­play
    • Increased Key spawn rates and added addi­tion­al Key locations.
    • Tuned the num­ber of hits a play­er can absorb in The Wild before dying.
    • Tuned life dona­tion rewards.
    • Added fix­es for var­i­ous shield-type pick­ups not prop­er­ly cred­it­ing their own­er with kills.
    • Addressed an issue where spin­ning Chick­ens could poten­tial­ly kill the play­er with sawblades.
    • Addressed an issue where play­ers were some­times unable to leave the Dead­ly Dun­geon when col­lect­ing the ladder.
    • Addressed an issue where play­ers could be left behind when the Dun­geon was triggered.
    • Addressed an issue where the Flog­ger Trap could cause unin­ten­tion­al play­er deaths.
    • Added var­i­ous exploit fixes.
  • Ene­mies
    • Boss / Under­boss lev­el ene­mies will now kill in one shot regard­less of whether the play­er is in First Person.
    • Reduced explo­sive dam­age range of Meat­balls when they die.
    • Addressed an issue that could result in spawn­ing invis­i­ble enemies.
    • Addressed an issue where the Spi­der could launch the player’s vehi­cle out of the map.
  • Visu­als
    • Addressed an issue where bod­ies could dis­ap­pear in cer­tain graph­i­cal modes.
    • Addressed an issue where some par­ti­cle effects were not play­ing on enemies.
    • Addressed an issue where spe­cial par­ti­cle effects could remain on-screen instead of being cleaned up.
  • Con­trols
    • Addressed an issue where select­ing the Flip Bumper con­troller set­ting could cre­ate a con­flict when switch­ing from First Per­son mode to clas­sic mode.
  • Sta­bil­i­ty
    • Added var­i­ous crash fixes.
  • Gen­er­al
    • Play­ers are now able to imme­di­ate­ly quit the match after a host migra­tion occurs in Dead Ops Arcade 3.

Onslaught (PS4/PS5)**

  • Modes
    • Con­tain­ment
      • Bat­tle to con­tain the forces of the Dark Aether and sur­vive an intense new expe­ri­ence on close-quar­ters Gun­fight maps.
  • Blue­print Challenge
    • Com­plete the lat­est Blue­print Chal­lenge unlock the exclu­sive “Jun­gle Fight­er” tac­ti­cal rifle Weapon Blueprint.
  • New Item Drops
    • Lev­el 2 and Lev­el 3 Armor drops now available.
    • Ammo Mod drops now avail­able that apply an alter­nate ammo type to your weapon.
    • Aether Tool drops now avail­able that upgrade the rar­i­ty of your weapon.
    • Bronze, Sil­ver, and Gold Chal­ice drops now avail­able that will Pack-a-Punch your weapon, once earned.
  • Serv­er Pause
    • Serv­er pause now avail­able in Pri­vate Onslaught matches.

Fea­tured Playlists

  • Out­break
  • Fire­base Z
  • Die Mas­chine
  • Dead Ops Arcade: First Person
  • Dead Ops Arcade
  • Onslaught (PS4/PS5)
  • Onslaught Con­tain­ment [NEW] (PS4/PS5)
  • Onslaught Nuke­town (PS4/PS5)
  • Onslaught Apoc­a­lypse (PS4/PS5)

Fea­tures

  • Apply Blue­print
    • Play­ers can now apply any Weapon Blue­print they own to their weapon in the Pause menu, includ­ing any weapon picked up or acquired from a Wall Buy.

Ammo Mods

  • Dead Wire
    • Dead Wire Tier V now spreads to 3 tar­gets instead of 5.
    • Addressed an issue where Dead Wire was doing the same amount of tick dam­age to zom­bies and spe­cial enemies.

Perks

  • Ele­men­tal Pop
    • Tuned down inten­si­ty of FX on Tier V elec­tric dis­charge for Ele­men­tal Pop.

Gen­er­al

  • Addressed an issue where some play­ers could get stuck at the Pause screen in Zombies.
  • Addressed instances where play­ers were not put into the same par­ty after accept­ing an invite. 

CAMPAIGN

Game­play

  • Addressed an issue in “End of the Line” where the play­er could fall through the ground after using a turret.

Sta­bil­i­ty

  • Addressed a rare crash that could occur when enter­ing or quit­ting a mission.

Source: Tre­yarch