Sea­son 5 Reloaded for Call of Duty: War­zone final­ly released, intro­duc­ing a new 50v50 mode, Zom­bies camos, and some big adjust­ments to the game’s weapons. The gun changes will mean a big shift in the meta since pop­u­lar weapons received a nerf, includ­ing the Krig 6.

New Mode

Clash is a new 50v50 team death­match-style mode. Two team of 50 fight on a small­er sec­tion of Ver­dan­sk to elim­i­nate each oth­er for points. Some of War­zone’s fea­tures are still avail­able, includ­ing con­tracts, Buy Sta­tions, and loot caches. Powerup rewards earned from caches and killing ene­mies will pro­vide game chang­ing abil­i­ties. These include things like giv­ing play­ers speed boosts to a “hunter” powerup that high­lights near­by enemies.

Zombie Camos

Cold War’s Zom­bies camos has been a much request­ed addi­tion to War­zone since the game’s launch. Raven Soft­ware has final­ly brought them in the Sea­son 5 Reloaded update. All of the stan­dard Zom­bie camos are avail­able, as well as Plague Dia­mond and Dark Aether.

Weapon Balancing

Raven Soft­ware acknowl­edged the per­for­mance of War­zone’s Krig 6 assault rifle, and have giv­en the weapon yet anoth­er dam­age nerf. Oth­er weapons that received sim­i­lar treat­ment are the C58 assault rifle, Ston­er LMG, OTs 9 SMG, and more. Some of the tac­ti­cal rifles saw a buff, to give play­ers a rea­son to reach for them. There was also a recoil adjust­ment made to the Swiss K31.

Warzon Season 5 Reloaded Patch Notes Show Major Weapon Balances

Adjust­ments were also made to weapon attach­ments, includ­ing grips and bar­rels for cer­tain weapons. You can check out the full patch notes below:

Warzone Season 5 Reloaded Patch Notes

Events

The Num­bers, A Lim­it­ed-Time Event (Begins Sept. 21)

16… 11… 1… 9… 21…”

Those brave enough to inves­ti­gate the Mobile Broad­cast Sta­tions scat­tered across Ver­dan­sk will receive the fol­low­ing incentives:

  • An instant $5,000 Cash bonus in the cur­rent match
  • For each unique Mobile Broad­cast Sta­tion acti­vat­ed dur­ing the event, you will receive an exclu­sive reward such as a Stick­er, Call­ing Card, or Charm, in addi­tion to some XP
  • Com­plete all of the Chal­lenges in the Num­bers Event in either War­zone or Cold War to unlock the Sai melee weapon.

This event will also include a set of nine chal­lenges with­in War­zone, which are based around the active Mobile Broad­cast Sta­tions in Sea­son Five Reloaded. Through these chal­lenges, you can unlock even more cos­met­ic rewards, as well as more rewards and anoth­er arcade cab­i­net game for your col­lec­tion by com­plet­ing event chal­lenges in Black Ops Cold War. Unlock the first-ever event reward weapon, the Sai, by com­plet­ing a full set of nine chal­lenges in either game start­ing Sept. 21.

Modes

Clash (Launch)

This is Team Death­match on an epic scale: 50 v 50, all your load­outs acces­si­ble, Ping and Armor Sys­tem, Cash, Buy Sta­tions, and Vehi­cles from both the reg­u­lar Bat­tle Royale and Plun­der modes.

Get ready for the biggest team fights in War­zone and con­sid­er updat­ing those Load­outs – you’ll have access to them right off the drop, allow­ing you to use those go-to arma­ments or lev­el up and com­plete camo chal­lenges for weapons from Black Ops Cold War and Mod­ern Warfare.

Iron Tri­als ‘84 (In-Sea­son)

The rules have changed.

Last week, we gave you a first look at some of the fun­da­men­tal changes com­ing to Ver­dan­sk via this new Mode:

  • Altered Health and Regeneration
  • Removal of Free Load­out Drops
  • New Gulag Rules
  • Adjust­ed Envi­ron­men­tal Hazards
  • Clas­si­fied Weapons

Here are three addi­tion­al changes to expect:

  • Field Upgrades
    • Dead Silence and Stop­ping Pow­er have been removed. Leave the pock­et sand on the play­ground.
       
  • Sniper Rifles
    • Can only one-shot to the head with­in 30 meters. You’re gonna have to get up close and per­son­al with the com­pe­ti­tion.
       
  • Vehi­cles
    • ATVs and Dirt Bikes only. You’ll need to dis­patch your foes the old fash­ioned way. Plan your drops care­ful­ly and rotate early.

And as men­tioned, those who place first will receive the exclu­sive Call­ing Card!

Maps

Mobile Broad­cast Stations

The pre­vi­ous­ly dor­mant Mobile Broad­cast Sta­tions seem to be stir­ring. It is sus­pect­ed that they will soon begin ampli­fy­ing the “Dragovich Pro­gram” tapes – A.K.A. the Num­bers broad­casts – across the region.
 

Red Doors

We’ve received reports of new, unusu­al activ­i­ty in the Red Door rooms. Oper­a­tors have been asked to investigate.

Gameplay

  • Loot that spawns across Ver­dan­sk has been adjust­ed as follows…
    • New Gulag loadouts
    • New pre-match loadouts
    • New ground and Sup­ply Box loot

Bug Fixes

  • Fixed a visu­al issue caus­ing Play­er mod­els to appear to have two left hands after free falling with any akim­bo Weapon equipped.
  • Fixed addi­tion­al col­li­sion issues with var­i­ous ele­ments across Ver­dan­sk allow­ing Play­ers to exploit/peek/shoot through them.
  • Fixed col­li­sion issues with var­i­ous ele­ments across both Ver­dan­sk and Rebirth Island that allowed Load­out Drops to fall through them.
  • Fixed an issue caus­ing Play­ers to not receive the squad wipe noti­fi­ca­tion when fin­ish­ing the last mem­ber of an ene­my squad.
  • Fixed an issue caus­ing Play­ers to remain stuck in the blank tablet screen while using the RC-XD Killstreak.
  • Fixed an issue caus­ing the audio for cer­tain Fin­ish­ing Moves to not play properly.
  • Fixed an issue caus­ing Ther­mite dam­age to per­sist upon rede­ploy­ment after exit­ing the Gulag.
  • Fixed an issue where a Boun­ty Con­tract would dis­play place­hold­er text.
  • Fixed an issue where a Squad Wipe wouldn’t count if the last ene­my was hold­ing a Self-Revive.
  • Fixed an issue where Play­ers could regen­er­ate Armor Plates while using the Tem­pered perk.
  • Fixed an issue where Revive and Self-Revive times were incor­rect in Pri­vate Matches.
  • Fixed an issue where some Call­ing Cards were dis­play­ing place­hold­er text.
  • Fixed an issue where try­ing to cus­tomize Ret­i­cles would send Play­ers back to the Main Menu.
  • Fixed incor­rect Blue­print label­ing of var­i­ous Attach­ments in the Gun­smith Customs.
  • Fixed the Ret­i­cle align­ment for the Swiss K31 (BOCW) “Roman Stan­dard” Blueprint.
  • Fixed the visu­al scal­ing of the Swiss K31 (BOCW) Dia­mond Camo.
  • Fixed var­i­ous issues caus­ing the inspect ani­ma­tion on some Blue­prints to not work properly.
  • Fixed a visu­al issue with the Sea­son Pro­gres­sion­al menu icons.
  • Fixed an issue caus­ing some Weapons found via Sup­ply Box or ground loot to change rar­i­ty col­or after being picked up by Players.
  • Fixed issues caus­ing var­i­ous HUD/UI ele­ments to appear mis­aligned in non-Eng­lish languages.
  • Fixed issues with var­i­ous dynam­ic Weapon icons in both the menu and in-game UI.

Weapons

New Weapon

  • Sai: Melee (BOCW)
    • Dur­ing The Num­bers Lim­it­ed-Time Event start­ing Sept. 21, those who com­plete all nine chal­lenges with­in War­zone or Black Ops Cold War will receive this new func­tion­al melee Weapon.

Weapon Changes

Assault Rifles

  • C58 (BOCW)
    • Recoil adjust­ed

High dam­age Weapons like the C58 (BOCW) tend to adhere to a low­er Rate of Fire and high­er Recoil, which gen­er­al­ly bal­ances out their hasty Time to Kill poten­tial. Much like the Krig 6 (BOCW), the C58 (BOCW) was a tad eas­i­er to con­trol than we feel is appro­pri­ate for a Weapon with its dam­age pro­file. While “Recoil adjust­ed” can be rather neb­u­lous, the exact details of these changes can often be dif­fi­cult to quan­ti­fy with num­bers alone. While the C58’s (BOCW) Recoil has been increased slight­ly, the major­i­ty of this change will be felt in the Recoil Pat­tern devi­a­tion. When this devi­a­tion is increased, it can cre­ate sub­tle shifts which become increas­ing­ly dif­fi­cult to com­pen­sate for giv­en dis­tance from the target.

  • EM2 (BOCW)
    • Base Optic eye posi­tion retracted

The EM2 (BOCW) is not receiv­ing a direct reduc­tion to its effi­ca­cy with this change. How­ev­er, it will result in the Base Optic being a less suit­able sub­sti­tute for high­er mag­ni­fi­ca­tion optics. This, how­ev­er, in con­junc­tion with the changes to Recoil Con­trol bar­rels will make the EM2 a slight­ly less viable option to less­er skilled marksmen.

  • Assault Rifle Bra­vo (MW)
    • Upper Tor­so Mul­ti­pli­er decreased from 1.1 to 1

To the dis­may or sur­prise of some, our data sug­gests that the Assault Rifle Bra­vo (MW) is an absolute mon­ster. The Assault Rifle Bra­vo (MW) will still be capa­ble of achiev­ing an extreme­ly low Time to Kill, though that speed will now be locked behind an addi­tion­al Head­shot. Changes like these align more close­ly with our goal to shift con­sis­tent­ly acquirable TTKs out of the 300ms range.

  • Groza (BOCW)
    • Sprint to Fire Speed increased by 15%

The Groza (BOCW) has not yet ful­filled the role we had intend­ed for it. As a more ‘bruis­er’ ori­ent­ed, AR-SMG hybrid, its slow base Sprint to Fire Speed has con­tin­ued to hold it back con­sid­er­ably. With this change, it will be able to more reli­ably con­test SMGs in short-range engagements.

  • Krig 6 (BOCW)
    • Max­i­mum Dam­age decreased from 30 to 29
    • Mid Dam­age now 25
    • Min­i­mum Dam­age decreased from 25 to 23
    • Weapon Kick adjusted

The vast major­i­ty of kills with the Krig 6 (BOCW) take place with­in its Max Dam­age Range, which unsur­pris­ing­ly, is the longest of all BOCW Assault Rifles. This change will affect most Time to Kill break­points with­in its Max­i­mum Dam­age Range by one bul­let. Addi­tion­al­ly, we have added a third Dam­age Range. Which is a change we do not sus­pect to be immense­ly impact­ful, as builds that extend Dam­age Range could push the Mid Dam­age Range out to near­ly 100 meters — which is well beyond the aver­age kill dis­tance for the Krig 6 (BOCW). Though, it is not all bad for the Krig 6 (BOCW); we have reduced some of the Weapon’s ‘bounci­ness’ while fir­ing which we feel makes it more enjoy­able to use.


Light Machine Guns

  • Light Machine Gun Alpha (BOCW)
    • Recoil increased slightly

The Light Machine Gun Alpha (BOCW) had already been an incred­i­bly accu­rate LMG pri­or to the changes which added Recoil Con­trol to the Task Force and Match Grade bar­rels. With a base­line increase to Recoil and a reduc­tion in the total amount of Recoil Con­trol the afore­men­tioned bar­rels offer, it will be hard­er to stay on tar­get with Light Machine Gun Alpha (BOCW) at longer ranges.


Tac­ti­cal Rifles

  • Tac­ti­cal Rifle Char­lie (BOCW)
    • Recoil decreased

The Tac­ti­cal Rifle Char­lie (BOCW), and many oth­er Tac­ti­cal Rifles have remained out of the spot­light for near­ly three sea­sons. Giv­en that, we feel now is a good time to reassess their effec­tive­ness, cog­nizant of the razor’s edge of bal­ance on which Burst Weapons exist. While this change will make the Tac­ti­cal Rifle Char­lie (BOCW) far eas­i­er to stay on tar­get with, the reduc­tion in effec­tive­ness to Tita­ni­um bar­rels remains intact, which heav­i­ly con­tributed to the dom­i­nance of the Tac­ti­cal Rifle Char­lie (BOCW) and M16 (BOCW) sev­er­al sea­sons ago.

  • DMR 14 (BOCW)
    • Recoil adjust­ed

Rather than an out­right ‘decrease’ to Recoil, this change is more of a rework. The DMR 14 (BOCW) has lan­guished since its changes in sea­son one, but it has not been for­got­ten. Expect the DMR 14 (BOCW) to feel like a new Weapon. Semi-auto Weapon enthu­si­asts rejoice, as the DMR 14 (BOCW) may see a real resur­gence fol­low­ing this change.

  • M16 (BOCW)
    • Weapon Kick decreased
    • Neck Mul­ti­pli­er decreased from 1.1 to 1
    • Upper Tor­so Mul­ti­pli­er decreased from 1.1 to 1

Of the Tac­ti­cal Rifles adjust­ed in this patch, the M16 received the small­est change. This is part­ly because we feel the M16 (BOCW) is already in an accept­able spot for Burst Weapons.

  • Type 63 (BOCW)
    • Head­shot Mul­ti­pli­er decreased from 2.1 to 1.58
    • Neck Mul­ti­pli­er increased from 1.2 to 1.58
    • Upper Tor­so Mul­ti­pli­er decreased from 1.2 to 1
    • Low­er Tor­so Mul­ti­pli­er decreased from 1.1 to 1
    • Weapon Kick decreased

The Type 63 (BOCW) has become quite infa­mous recent­ly — and for good rea­son. With a sin­gle Head­shot, Time to Kill could be reduced to 332ms and with two, a mind bog­gling 166ms. A speed which only Sniper Rifles could com­pete with a TTK of 0 (only the trav­el time of the bul­let). This should put into per­spec­tive how out of line the Type 63 (BOCW) was. While these changes seem extreme, a TTK of 332ms is still pos­si­ble, it will just require three head­shots instead of one.


Sub­ma­chine Guns

  • Sub­ma­chine Gun Char­lie (MWwith 10mm Auto 30-Round Mags
    • Max­i­mum Dam­age decreased from 34 to 31

This Max­i­mum Dam­age change mir­rors the adjust­ment to the base Sub­ma­chine Gun Char­lie (MW) made ear­li­er this season.

  • OTs 9 (BOCW)
    • Max­i­mum Dam­age Range decreased by 6.2%

The OTs 9 (BOCW) might be a bit stronger than we would like, but we would first like to see how this change broad­ly impacts the Weapon’s via­bil­i­ty. The OTs 9 (BOCW) was always intend­ed to be the quin­tes­sence of bar­rel stuff­ing Sub­ma­chine Guns. A Sub­ma­chine Gun that was intend­ed to chal­lenge Shot­guns with­in their Effec­tive Dam­age Range. We believe it is achiev­ing that, but its Max­i­mum Dam­age range, while short­er than each oth­er BOCW SMG, might still be too long. We will con­tin­ue to close­ly mon­i­tor the per­for­mance of the OTs 9 (BOCW) fol­low­ing this change.

  • PPSh-41 (BOCW)
    • Weapon Kick adjusted
    • ADS Sway adjusted

While fir­ing the PPSh-41 (BOCW), the Weapon could kick in a man­ner that would make it dif­fi­cult to gauge bul­let direc­tion­al­i­ty. This is a sub­tle change that will have a sig­nif­i­cant impact on the abil­i­ty to reli­ably line up shots.


Sniper Rifles

  • Swiss K31 (BOCW)
    • Recoil adjust­ed

We have improved the fir­ing Recoil behav­ior for the Swiss K31 (BOCW). We expect this change to go large­ly unno­ticed as it does not have a mea­sur­able impact on the Weapon’s effec­tive­ness but should improve its over­all feel.

  • ZRG 20mm (BOCW)
    • Recoil adjust­ed

Much like the Swiss K31 (BOCW), the ZRG 20mm (BOCW) has received some changes to its fir­ing Recoil behav­ior to ensure that it looks, sounds, and most impor­tant­ly feels like one of the bad­dest Sniper Rifles in Verdansk.

Warzon Season 5 Reloaded Patch Notes Show Major Weapon Balances

Bar­rels

  • Assault Rifles
    • Ranger/Liberator/GRU Com­pos­ite
      • Ver­ti­cal Recoil Con­trol decreased from 10% to 8%
    • Rein­forced Heavy/VDV Reinforced/Contour
      • Hor­i­zon­tal Recoil Con­trol decreased from 5% to 4%
      • Ver­ti­cal Recoil Con­trol decreased from 5% to 4%
         
    • Takedown/Contour M2
      • Hor­i­zon­tal Recoil Con­trol decreased from 10% to 8%
    • Task Force/Spetsnaz RPK/CMV Mil-Spec
      • Hor­i­zon­tal Recoil Con­trol decreased from 10% to 8%
      • Ver­ti­cal Recoil Con­trol decreased from 10% to 8%
         
  • Light Machine Guns
    • Match Grade
      • Hor­i­zon­tal Recoil Con­trol decreased from 5% to 4%
      • Ver­ti­cal Recoil Con­trol decreased from 5% to 4%
         
    • Task Force
      • Hor­i­zon­tal Recoil Con­trol decreased from 10% to 8%
      • Ver­ti­cal Recoil Con­trol decreased from 10% to 8%

As we set­tle on the prop­er mag­ni­tude of Recoil Con­trol for these bar­rels, we expect this to impact indi­vid­ual Weapons dif­fer­ent­ly. Weapons that more heav­i­ly rely on the Recoil Con­trol they received from these bar­rels may need to be addressed inde­pen­dent­ly to ensure they align with our Weapon mas­tery goals.

  • Tac­ti­cal Rifles
    • DMR 14 (BOCW)
      • 16.3” Tita­ni­um
        • Dam­age Range decrease reduced from 25% to 20%
        • Rate of Fire increase reduced from 16.7% to 15%

With the afore­men­tioned changes to the DMR 14 (BOCW), we felt it was nec­es­sary to make an adjust­ment to one of the most pow­er­ful attach­ment stats.

Rear Grips

  • Assault Rifles
    • Groza (BOCW)
      • Ser­pent Grip
        • ADS Speed increase reduced from 9% to 7%

To ensure the Groza (BOCW) does not cross too far into Sub­ma­chine Gun ter­ri­to­ry fol­low­ing the increase to its Sprint to Fire Speed and giv­en its already SMG-like ADS Speeds, we are reduc­ing the effec­tive­ness of its Ser­pent Grip.