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Call of Duty: Warzone

Best OTs 9 loadout for Warzone Pacific Season 3

Here are all of the attachments, Perks and Equipment you need to create the best OTs 9 SMG loadout in Warzone Pacific Season 3.

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Best Warzone OTs 9 loadout

Even with all of the weapon balance changes made since Caldera’s arrival, the OTs 9 is still an extremely effective SMG. Here are the best attachments and Perks to make the best OTs 9 loadout in Warzone Pacific Season 3.

While the SMG meta in Warzone Pacific Season 3 has been dominated by weapons like the MP40 and Welgun, there are other weapons that remain viable picks for close-range combat situations.

The OTs 9 is one of the top 10 SMGs in Warzone, and this fast-firing gun can be especially effective in close-quarters battles on Rebirth Island. You can make it even deadlier with the right attachments and Perks.

Here’s the best Warzone Pacific Season 3 OTs 9 loadout.

Best Warzone OTs 9 loadout attachments

Best Warzone OTs 9 loadout attachments
  • Muzzle: GRU Suppressor
  • Barrel: 8.1″ Task Force
  • Stock: KGB Skeletal Stock
  • Ammunition: VDV 40 Rnd Fast Mag
  • Rear Grip: Serpent Wrap

We’ll start off this Warzone OTs 9 loadout with the GRU Suppressor for the boost it provides to the SMG’s bullet velocity, range, and recoil control. It also has the added benefit of keeping you off the minimap when firing.

Next, we’ll equip the 8.1″ Task Force barrel to further boost damage range while improving your strafe speed. The Serpent Wrap will speed up the weapon’s ADS time and the KGB Skeletal Stock will improve mobility.

Finally, to get the largest magazine size possible, you should use the VDV 40 Rnd Fast Mag which also gives a much faster reload speed to the weapon.

Best Perks & Equipment to use with OTs 9 class

eod perk in call of duty warzone
  • Perk 1: E.O.D
  • Perk 2: Overkill/Ghost
  • Perk 3: Amped
  • Lethal Equipment: Throwing Knife
  • Tactical Equipment: Stim

We recommend equipping the E.O.D Perk in your first slot to protect you from explosive damage. This will be useful when enemies throw grenades from around corners in Rebirth Island’s closed spaces.

You’ll want to collect Overkill so that you can pair the OTs 9 with a long range weapon. You can then equip Ghost from your second loadout drop to stay hidden from Heartbeat Sensors and UAVs.

We picked Amped for our final Perk, as it allows you to switch weapons much faster. For Equipment, the Throwing Knife is perfect for quickly finishing off downed enemies, and Stims will grant you a health boost.

How to unlock the OTs 9 in Warzone

OTs 9 SMG in Warzone and Cold War

Unlocking the OTs 9 is relatively simple but time-consuming, requiring you to complete at least 15 different matches.

This is the challenge you will need to complete:

  • Using SMGs, kill 2 or more players rapidly in 15 different completed matches.

We recommend jumping into Rebirth Island, where you’ll have many more opportunities to get two SMG kills in quick succession. Once that’s done, you’ll be able to add the OTs 9 to your inventory.

Best alternatives to Warzone’s OTs 9

If you’re looking for a great alternative to Warzone’s OTs 9, it’s between the Armaguerra and Owen Gun. These are both top-tier SMGs and you’ll find great success using any of them in Season 3.


For more Warzone content, check out everything we know about Warzone 2, including the map leaks, Strongholds, and interrogation mechanic.

Image Credit: Activision / Raven Software

Call of Duty: Warzone

Every weapon buff & nerf in Warzone Pacific Season 3 Reloaded

Warzone Pacific Season 3 Reloaded brought a ton of weapon buffs and nerfs, so here’s every change in the latest update.

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Warzone players fighting in Rebirth Island

Warzone Pacific’s Season 3 Reloaded update is here, bringing game-changing updates to CoD’s battle royale. Of course, it also brings a ton of weapon balance changes, so here’s every weapon buff and nerf in Season 3 Reloaded.

Warzone has just received one of its most game-changing updates ever, with the Season 3 Reloaded update bringing in the highly-requested squad HUD overhaul, the health update to Rebirth Island, reduction of the player count, and more.

Weapon balance is always a focus for these updates, and Raven Software have adjusted almost every weapon class — buffing some underused weapons and nerfing the most popular.

There are a ton of changes to go through, so here’s every weapon buff and nerf made in Warzone Pacific’s Season 3 Reloaded update.

XM4 Assault Rifle in call of duty warzone

Assault Rifle buffs & nerfs in Warzone Season 3 Reloaded

Both Vanguard’s BAR and NZ-41 have received some major buffs in the Season 3 Reloaded update, with even more Cold War Assault Rifles hit by nerfs.

The BAR has had both its headshot multiplier buffed and its magazine size increased, so you’ll find the weapon much more forgiving. Plus, the NZ-41 now has a much more forgiving recoil pattern and higher bullet velocity, so it’ll now be a much more worthwhile pick.

Black Ops Cold War’s AK-47 will now deal less damage to the neck, and the fan-favorite XM4 has had both its damage and range nerfed. But, the Vargo 52 received a buff, so it might be the next meta pick.

Owen Gun in Call of Duty Warzone

Owen Gun nerfed again in Warzone Season 3 Reloaded

Alongside nerfing the Milano 821 and the OTs 9, the Owen Gun has been nerfed once again in Warzone Season 3 Reloaded.

Its extremities damage multiplier has taken a hit, and so has its damage range. Plus, its Gorenko magazine’s fire rate has been nerfed as well, lowering its TTK. The Armaguerra has received a “Slight reduction to initial recoil,” so it may take the Owen Gun’s place for the rest of Season 3 Reloaded.

warzone player using hdr sniper rifle

Warzone Season 3 Reloaded weapon buffs & nerfs

There are a ton of weapon changes in Warzone Pacific Season 3 Reloaded, so here’s every weapon buff and nerf.

Assault Rifles

  • AK-47 (BOCW)
    • Neck Damage Multiplier decreased to 1.15, down from 1.2
    • 20″ Spetsnaz RPK Barrel 
      • Reduce Recoil Control from +8.5 to 7.5%
  • AS44 (VG) 
    • Initial Recoil slightly decreased
    • Bullet Velocity increased by 3.56%
    • Now has a functioning On-Hand perk 
  • Assault Rifle Charlie (VG)
    • Headshot Damage Multiplier increased to 1.85, up from 1.5
      • .30-06 20 Round Fast Mags
        • Magazine Capacity increased to 30, up from 20
           
      • 8mm Klauser 30 Round Mags
        • Magazine Capacity increased to 40, up from 30
           
      • .50 BMG 30 Round Mags
        • Magazine Capacity increased to 40, up from 30
        • Bullet Velocity scale from 1.1 to 1.2
           
      • .50 BMG 40 Round Mags
        • Magazine Capacity increased to 60, up from 40
        • Fire Rate Multiplier decreased to -15% down from -10%
  • Cooper Carbine (VG)
    • Bullet Velocity increased by 4.55%
  • C58 (BOCW)
    • Neck Damage Multiplier decreased to 1.1, down from 1.2
  • CR-56 AMAX (MW)
    • Max Damage decreased to 31, down from 35
    • Min Damage decreased to 24, down from 31
  • FARA 83 (BOCW)
    • Min Damage decreased to 22, down from 23
  • Nikita AVT (VG)
    • Adjusted recoil pattern for ease of use
    • Sprint to Fire time increased increased by 10%
  • Assault Rifle Bravo (VG)
    • Headshot Multiplier increased to 1.6, up from 1.5
       
      • .303 British 36 Round Mags 
        • Movement Speed scaler increased to 1.02, up from 1.01
        • Damage Range increased to -10%, up from -20%
  • NZ-41 (VG)
    • Adjusted recoil pattern and intensity when used in fully automatic. 
      • Orbweaver 360mm BC Barrel
        • Horizontal Recoil control now increased by 10% 
        • Bullet Velocity now increased by 40%
           
      • Sakura 50 Round Mags
        • Fire Rate Multiplier decreased to 12%, down from 22%
        • Damage Range increased to -12%, up from -22%
        • Bullet Velocity increased to -15%, up from -30%
           
      • 8mm Klauser 40 Round Mags
        • Bullet Velocity increased to -10%, up from -20%
        • Fire Rate Multiplier decreased to 12%, down from 16%
        • Damage decreased to -3.6%, down from -12%
           
      • Orbweaver Custom 
        • Bullet Velocity now increased by 20%
        • Damage Range now increased by 20%
           
      • LOR Mk1 Burst
        • Bullet Velocity now increased by 30%
        • Damage Range now increased by 20%
           
      • Ravenwood 480mm No.2 
        • Damage Range penalty removed
        • Bullet Velocity penalty removed

The NZ-41 (VG) has fallen out of favor when compared to the competition, often due to its challenging recoil pattern. We’ve adjusted the curve so that it’s more logical in its movement, allowing you to predict and compensate appropriately. We’ve also taken a look at the velocity and range bonuses provided by Attachments and made significant adjustments so that the NZ-41 (VG) can compete with the best. 

  • Vargo 52 (BOCW)
    • Min Damage increased to 24, up from 23
    • Headshot Damage Multiplier increased to 1.53, up from 1.5
  • Volkssturmgewehr (VG)
    • Headshot Damage Multiplier increased to 1.55, up from 1.5
    • Neck Damage Multiplier increased to 1.25, up from 1.2
    • ADS Movement Speed decreased by 5%
      • Reisdorf 22V Adjustable
        • ADS Movement Speed reduced to 25%, down from 30%
  • XM4 (BOCW)
    • Max Damage decreased to 28, down from 29
    • Max Damage Range decreased to 20.3 meters, down from 22.3 meters 
    • Neck Damage Multiplier decreased to 1.3, down from 1.33

Marksman Rifles

  • SVT-40 (VG)
    • Max Damage increased to 60, up from 57
    • Min Damage increased to 50, up from 49
    • Bullet velocity increased by 8.54%
  • M1916 (VG)
    • Max Damage increased to 55, up from 53
    • Max Damage Range increased to 58 meters, up from 45 meters
    • Bullet velocity increased by 7.89%
  • M1 Garand (VG)
    • Headshot Damage Multiplier increased to 1.59, up from 1.5
    • Bullet velocity increased by 6.67%

Sniper Rifles

  • HDR (MW)
    • Bullet Drop-off increased
  • Pelington 703 (BOCW)
    • Damage Range decreased to 43.2 meters, down from 48.3 meters
  • ZRG 20mm (BOCW)
    • Upper Torso Damage Multiplier decreased to 1.5, down from 1.7
    • 43.9″ Combat Recon Barre
      • Bullet Velocity decreased to 38%, down from 43%
  • Sniper Rifle Charlie (MW) 
    • Bullet velocity decreased by 5.13%
  • 3-Line Rifle (VG)
    • Bullet velocity increased by 6.76%
    • Bullet drop-off decreased
    • Sprint to Fire Scaler increased to 1.0, up from 0.99
    • Re-aligned the 3-line reticles to be properly screen center
    • 500mm MN Custom
      • Bullet Velocity increased to 25%, up from 20%
         
    • Empress 514mm F01 
      • Bullet Velocity increased to 20%, up from 16%
         
    • Empress 700mm TN02 
      • Bullet Velocity increased to 35%, up from 30%
         
    • Kovalevskaya 700mm 
      • Bullet Velocity increased to 20%, up from 15%
      • Neck damage increased to 1.3, up from 1.1
         
    • Kovalevskaya 820mm
      • Bullet Velocity increased to 45%, up from 35%
         
    • .30-06 20 Round Mags 
      • Bullet Velocity increased to 20%, up from 10%
         
    • .303 British 5 Round Mags 
      • Damage Penalty has been removed. 
      • Damage Range increased to -20%, up from -30%
  • Sniper Rifle Alpha (MW)
    • Max Damage range increased to 1600, up from 1375
  • Rytec AMR (MW)
    • Now one-shots to the head within max damage range
    • Max Damage increased to 125, up from 102
    • Max Damage Range decreased to 59.1 meters, down from 67.3 meters
    • Headshot Damage Multiplier increased to 2.4, up from 2.1
    • Neck Damage Multiplier decreased to 1.75, down from 2.1
  • Sniper Rifle Charlie (BOCW)
    • Now one-shots to the head within max damage range 
    • Max Damage increased to 125, up from 102
    • Headshot Damage Multiplier increased to 2.4, up from 2.1
    • Neck Damage Multiplier decreased to 1.75, down from 2.1
  • Type 99 (VG)
    • 5.6mm 8 Round Mags 
      • Damage Range increased to -20%, up from -25%
    • 8mm Klauser 5 Round Mags 
      • Bullet Velocity scalar increased to 20%, up from 10%
    • Sakura 776mm Barrel
      • Bullet Velocity scalar increased to 40%, up from 30%
    • Shiraishi 712mm Sniper 
      • Upper Torso Damage Multiplier decreased to 1.6, down from 1.81
  • Gorenko (VG)
    • Bullet Drop-off decreased
    • 420mm Empress
      • Bullet Velocity increased to 40%, up from 11%
      • ADS Time Scaler increased to 0.943, up from 0.9
    • Reinforced Stock
      • ADS Time Scaler increased to 1.05, up from 1.04
    • 13mm AM 10 Round Mags
      • ADS Time Scaler increased to 0.955, up from 0.94
  • Kar98k (VG)
    • Added Frenzy Weapon Perk
    • Max Damage range increased to 48.9 meters, up from 47 meters
    • K98 Scout 10.0x Telescopic
      • ADS speed increased to 0.75, up from 0.65 
    • VDD RE02K
      • Damage Range now increased  by 20%
    • 8mm Klauser 3 Round Mag
      • ADS Time Scaler increased to 1.06, up from 1.05
    • Krausnick Padded 
      • ADS Time Scaler increased to 0.945, up from 0.934 
      • Movespeed Scale increased to 0.95, up from 0.94

Shotguns

  • Damage decreased by 20% for the following Shotguns: 
    • Streetsweeper
    • Gallo SA12
    • JAK-1
    • Origin 12
    • R9-0
    • Gracey Auto

With the change to health pools, automatic and semi-auto shotguns were hitting a breakpoint where the time-to-kill remained the same as it did previously. This change brings these Weapons in line. 

  • Combat Shotgun (VG)
    • Movespeed Scale increased to 0.87, up from 0.865
    • ADS Move Speed Scale increased to 1.49, up from 1.46
    • Framble 18″ Precision
      • Bullet Velocity now increased to 48%, up from 34%
      • Damage Range increased to 20%, up from 10%
    • Framble No. 3
      • Bullet Velocity now increased by 10% 
    • Chariot 16″ Short
      • Damage range penalty increased to -20%, up from -30%
    • Sawed-Off
      • Damage Bonus increased to 20%, up from 15% 
      • Move Speed Scaler increased to 5%, up from from 4%

Submachine Guns

  • Milano 821 (BOCW)
    • Max Damage Range decreased to 12 meters, down from 17.8 meters
    • Mid Damage added at 33
    • Mid Damage Range added at 17.8 meters
    • Min Damage decreased to 27, down from 30
  • LAPA (BOCW)
    • Max Damage decreased to 27, down from 31
    • Max Damage Range increased to 12.7 meters, up from 10.1 meters
    • Mid Damage decreased to 25, down from 28
    • Mid Damage Range increased to 20 meters, up from 17.8 meters
    • Min Damage decreased to 21, down from 26
  • OTs 9 (BOCW)
    • Max Damage decreased to 29, down from 30
  • Armaguerra 43 (VG)
    • Slight reduction to initial recoil
    • Botti 315mm CII
      • Vertical Recoil Multiplier decreased to 40%, down from 50% 
    • .30 Russian Short 34 Round Mags
      • Damage Penalty decreased to -4%, up from -5%
      • Visual Recoil decreased
  • Owen Gun (VG)
    • Upper Extremities Damage Multiplier decreased 1, down from 1.45 
    • Lower Extremities Damage Multiplier decreased to 0.9, down from 1.0
    • Max Damage Range decreased to 15.2 meters, down from 17.1 meters
    • Mid Damage Range decreased to 19.7 meters, down from 20 meters
    • 7.62 Gorenko 33 Round Mags
      • Fire Rate decreased to 14.5%, down from 15%
         
    • 7.62 Gorenko 72 Round Drums
      • Fire Rate decreased to 14.5%, down from 15%
  • Submachine Gun Alpha (MW)
     
    • 5.56 NATO 30-Round Mags
      • Max Damage decreased to 37, down from 38
      • Mid Damage decreased to 27, down from 28
      • Mid Damage Range decreased to 30.5 meters, down from 40 meters
         
    • 5.56 NATO 60-Round Drums
      • Max Damage decreased to 37, down from 38
      • Mid Damage decreased to 27, down from 28
      • Mid Damage Range decreased to 30.5 meters, down from 40 meters 
  • Welgun (VG)
    • Added Frangible Weapon Perk
    • 120mm Gawain Short
      • Fire Rate decreased to 6%, down from 10% 
      • Removed Damage Range Penalty
  • UGR (BOCW)
    • Magazine Capacity increased to 40, up from 30

Pistols

  • Pistol melee attacks now require three successive hits to initiate a finisher on the target. This is up from 3.
  • 1911 (VG)
    • ACP 18 Round Mags 
      • Magazine Capacity increased to 24, up from 18.
      • Min Damage increased to 24, up from 20
  • Klauser (VG)
    • Max Damage increased to 50, up from 46
    • Mid Damage increased to 42, up from 40
    • Min Damage increased to 37, up from 30
  • RATT (VG)
    • Mid Damage increased to 26, up from 22
    • Min Damage increased to 22, up from 20
    • Neck Damage Multiplier increased to 1.4, up from 1.2
  • Handgun Charlie (BOCW) 
    • Max Damage decreased to 35, down from 40
    • Mid Damage decreased to 29, down from 33
  • Machine Pistol (VG)
    • Max Damage increased to 20, up from 19
    • Mid Damage increased to 16, up from 15
    • Min Damage increased to 13, up from 12 
    • Significant Reduction of Base Recoil Control
    • 7.62 Gorenko 40 Round Mags 
      • Fire Rate Multiplier decreased to 5%, down from 7%
      • Recoil Control penalty decreased to -18%, down from -27%
    • 8mm Nambu 20 Round Mags 
      • Recoil Control penalty decreased to -22%, down from -30%
      • Fire Rate Multiplier decreased to 5%, down from 7%
    • Rapid Barrel 
      • Fire Rate Multiplier decreased to 5%, down from 20%

The Machine Pistol (VG), in its previous incarnation, was an extremely difficult beast to control effectively, often only used as an absolute last option. We’ve made a significant change to the kick intensity and recoil pattern of the Weapon and adjusted its damage profile to be a Weapon that is now something to be reckoned with. 

Launchers

  • Panzerfaust (VG)
    • ADS Transition out time decreased to 0.48, down from 0.5
    • Base Movespeed Scale increased to 0.8, up from 0.79
    • ADS Movement Speed Scale increased to 0.85, up from 0.8

Attachments

  • Akimbo Perk 
    • Akimbo for Pistols now reduces damage by 10%.
  • MX Silencer
    • Bullet Velocity increased to 15%, up from 10%
  • F8 Stabilizer
    • Damage Range increased to 15%, up from 10%

For more on Call of Duty, be sure to check out how the new Serpentine Perk works, and Modern Warfare 2’s release date.

Image Credit: Activision

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Call of Duty: Warzone

Warzone’s major TTK changes arrive in Rebirth Island with Season 3 Reloaded

Increasing Warzone’s player health went down extremely well with the community, and the changes have now hit even more modes.

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Warzone player in Rebirth Island

Warzone players have been loving the Battle Royale mode’s 150 HP, and the devs have brought these changes to Rebirth Island and all other modes with the Season 3 Reloaded update. 

Warzone players felt the game’s time-to-kill was far too quick, where it was almost impossible to respond to getting shot at. The devs first experimented with a higher TTK in the Iron Trials mode and players loved it. Then, they increased player health to 150 HP with Vanguard Royale and players unanimously voted to bring 150 HP to regular Battle Royale.

Players have loved the change, and the devs confirmed that the Season 3 Reloaded update will bring the increased health to Rebirth Island and all other modes — except for Iron Trials. 

Weapon Trade Station in Warzone's Rebirth Island

As time went on, Warzone’s TTK seemed to get lower and lower as the devs added new guns and buffed others. Rather than balancing over a hundred weapons, the devs experimented with increasing the TTK in Vanguard Royale.

After a poll revealed that the majority of Warzone players wanted to see Vanguard Royale’s 150 HP in Battle Royale, the devs made the change in the Season 2 Reloaded update. This has been a roaring success, and Raven Software are now bringing it to even more modes. 

In a pre-Season 3 interview with CharlieIntel, Warzone’s director Ted Timmins said he didn’t like that Battle Royale has different health to Plunder, Clash, and Rebirth. Now, with Warzone Pacific Season 3 Reloaded, 150 HP will be present across all modes except for Iron Trials. 

Warzone Operators on Rebirth Island

Of course, Iron Trials’ 250 HP is one of the key elements of the mode, so the devs are keeping its health pool the same to maintain its skill gap and identity. 

This might change up Rebirth Island’s meta, where players need to be more considerate of a weapons damage-per-mag, rather than its base TTK. Plus, if the new Serpentine Perk becomes a meta pick, your weapons will be killing even slower. 


For more Warzone, you can check out all of the other changes coming to Rebirth Island along with the Stim nerf coming later in Season 3 Reloaded.

Image Credit: Activision

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Call of Duty: Warzone

Warzone’s Stims receive major nerf later in Season 3 Reloaded

Warzone players have felt the Stims became too powerful after their buffs, but the devs have confirmed that nerfs are on the way.

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warzone player and stim in season 3 reloaded

Stims received a major buff going into Warzone Pacific Season 1, but thanks to their ‘super slide’ feature and ability to keep healing players while they take damage, many feel it became too powerful. The devs have confirmed that the Stims will be nerfed later in Season 3. 

The Heartbeat Sensor was always the meta pick before Warzone integrated with Vanguard and shifted to Caldera, but the Season 1 update nerfed the Heartbeat Sensor and gave Stims a huge buff. 

Although the Heartbeat Sensor is still more popular, the Stim is a close second. Many have claimed that it’s too powerful, especially in the hands of a skilled player, so the devs have confirmed it will be nerfed later in Season 3 Reloaded

stim in warzone pacific

Warzone’s Stims were always powerful tools for escaping the gas, but their usefulness ended there. Now, however, they give players a massive speed boost that allows them to ‘super slide,’ and the health will keep ticking even while they receive damage. 

Alongside Season 3 Reloaded’s major changes such as introducing a highly-requested squad HUD overhaul and reducing the player count, Raven Software confirmed that the Stim would receive nerfs later in Season 3. 

The devs explained that the “Stim slide modifier was too extreme,” so they should be dialing it back. They believe that sliding movement should still receive a buff after players use a Stim, but “it still needs to fit within limits.”  

Warzone players fighting in season 3 reloaded

Also, if a player had just used the Stim and took damage, the Stim would keep on refilling their health. Raven felt this was an issue, so they are “adding weapon damage interruption,” where taking damage will cancel the heal.  

While they haven’t confirmed when we can see the Stim nerfed, Warzone Pacific Season 4 is expected to arrive on June 22, so we can expect these nerfs to arrive before then. 


For more on Warzone, be sure to check out how the Serpentine Perk works, as well as all of Rebirth Island’s changes.

Image Credit: Activision

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