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Call of Duty: Black Ops Cold War

Black Ops Cold War Alpha to Beta Patch Notes

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Following extensive feedback from fans on changes they’d like to see in Black Ops Cold War since Alpha, Treyarch has provided a list of things they’ve updated going into the Beta.

Treyarch has shared a detailed list of what they’ve updated since that original Alpha file that was played on PS4.

The Alpha was released only on PS4 back in September, allowing fans a first hands on with the 6v6 and 12v12 modes of the game.

Alpha to Beta Changes:

Read on for the high-level list of updates since the Alpha:

MOVEMENT

We’ve made a large tuning pass on core movement with the goal of improving the responsiveness of player controls and actions. We’ve identified several key areas in our core movement set for improvements, largely focused on sprinting and sliding:

  • Core Movement
    • Integrated updated locomotion animations and systems for walking, jogging, and sprinting.
    • Slightly increased acceleration when moving from a standstill.
  • Sprinting
    • Reduced or removed several sprint penalties that could leave the player in a state of reduced sprint speed. This results in more opportunities to use the Sprint Takeoff feature for a quick burst of speed when initiating a sprint.
    • Increased the time it takes to ramp down from maximum to minimum sprint speed for a smoother change of speed. This also slightly increases the time at which a player sprints at a faster pace.
    • Slightly adjusted camera bob during sprint to better align with updated movement animations.
    • Disabled Field of View increase when sprinting. This should provide a smoother in-game view and prevent a “floating camera” feeling when sprinting.
  • Sliding
    • Slightly reduced slide speed.
    • Increased the minimum amount of time a player must sprint before sliding to better align with time to reach max sprint speed. This means a player cannot immediately trigger a slide from a near-standstill.
    • Addressed an issue that allowed players to cancel a slide without the appropriate slowdown. We will continue to monitor and investigate any slide-cancel exploits.

WEAPONS / GUNSMITH

We’ve refined our weapons tech and animations since the Alpha, completed numerous tuning and tweaking passes on our weapons, and added more details to attachment statistics in Gunsmith. We’ve also made several positive changes to how sniper rifles work based on Alpha data and feedback.

Sniper rifles are a key component of Black Ops combat, and in some ways more relevant than ever in Black Ops Cold War. With support for large maps and game modes, as well as cross-platform play, sniping can be an effective and often extremely powerful play style. To balance out cross-play sniping, we’ve brought back aim assist for snipers on controllers – something we haven’t had in Black Ops Multiplayer since Black Ops 2.

The data from our Alpha proved to us that even without cross-play or larger maps, sniper rifles were still dominant on smaller maps. As a result, we’ve made some adjustments to bring them back into balance for the Beta, and look forward to seeing what the community can do with these finely tuned precision weapons.

Here’s the list of changes to weapons and Gunsmith statistics:

  • Gunsmith
    • Added a more detailed breakdown of statistics for each attachment, explaining in detail how each attachment influences its weapon’s stats.
    • Moved the Gunsmith UI button closer to the weapon for easier access.
  • Recoil and Firing Animations
    • Added new weapon recoil systems and firing animations with a comprehensive tuning pass for a revamped weapon firing feel on every weapon for both hip-fire and ADS.
    • Reworked and rebalanced all recoil patterns, impacting weapon balance and mastery across the board.
    • Full touch-up pass on animations across all weapons based on feedback.
  • Aim Down Sights (ADS)
    • Added new ADS weapon rendering technology for more realistic ADS perspective.
    • Smoothed out all ADS in/out transitions.
  • General Weapon Tuning
    • Made tuning changes to Alpha weapons that overperformed or underperformed, including increases to AK-74u recoil and ADS time, increasing LMG ammo capacity, and more.
  • Attachment Tuning
    • Full attachment balance pass to ensure all attachments stay relevant and balanced.
  • Sniper Rifles
    • Added aim assist on snipers for controller users for cross-platform balancing.
    • Several precision-aiming adjustments to help the sniping experience feel more fluid.
    • Sniper glint now displays more often and more reliably to help players understand when they are in danger.
    • Adjusted ADS time on sniper rifles.
    • Sniper rifles now requires higher hits on the body for one-hit eliminations (for example, upper chest instead of stomach, or upper arm instead of lower arm).
  • Frag Grenades
    • Reduced the fuse time on the Frag Grenade for Beta. Throw speed adjustments are targeted for launch.

VISUALS

We’ve made several graphical improvements throughout the Beta, and we’ve responded to player feedback about low visibility in some areas of the Miami map. With our latest changes, players should be able to spot enemies more clearly on Miami.

  • Graphics
    • Improved graphical fidelity and performance across the board.
  • Lighting / Visibility
    • Adjusted lighting and character visibility throughout the Miami map for better overall visibility based on player feedback.

AUDIO

The audio team has made several crucial improvements to weapon sounds between the Alpha and Beta, and continues to work on further enhancements for launch. Footstep audio design and its interaction with the Ninja Perk have also been tuned significantly for players who like to keep it stealthy.

  • Weapon Audio
    • Added bass and punch to all weapon sounds by adjusting master EQ and compression output.
    • Added 3 presets to Audio Settings (Treyarch Mix, Bass Boost, and High Boost) to suit player preferences.
    • Redesigned several weapon audio layers, corrected audio decay playback, and added blending for interior/exterior sounds.
    • Polished reverb audio across all maps.
  • Footsteps
    • Crouch-walking now functions as a near-silent movement option available to all players, with or without the Ninja Perk.
    • ADS crouch-walking now makes the player’s footstep audio even quieter. Enemies should not hear the player when crouching outside of extreme close quarters.
    • While Ninja is equipped, core movements such as sprinting, jogging, and walking are now greatly reduced in volume and distance by roughly 50% compared to the Alpha.
    • ADS walking will also provide a significant stealth advantage when using Ninja.
  • Hit Marker Audio
    • Added new sounds for fatal and non-fatal hit markers.
  • Scorestreak Audio
    • General
      • Polished audio for several Scorestreaks.
    • Spy Plane Audio
      • Reduced the volume of the Spy Plane’s locational pings.
      • For the first time in a Black Ops game, Spy Plane pings are directional and locational based on where an enemy is when they are swept by the radar, allowing for pinpoint accuracy. As this is a new mechanic, we will continue to monitor and adjust as necessary.
  • Bullet Crack
    • Tweaked the bullet crack system to prevent players from hearing sounds when they shouldn’t, and vice versa.

SCORESTREAK SYSTEM

We’ve increased the score reward for a number of objective-based game modes and objective score events to further incentive playing the objective in the Beta. These changes are in service of rewarding players of all playstyles fairly, whether it’s the slayers out in the dunes of Satellite or the OBJ players holding down Hardpoints in the jungles of Cartel.

Our philosophy acknowledges that players put themselves at considerable risk for playing the objective, and we don’t want the risk of losing a streak to disincentivize objective play. At the same time, we want to avoid allowing players to “game the system” by waiting for streaks to build up before capturing objectives, which is why objectives don’t count in streak multipliers.

As we continue to gather data and feedback on the new Scorestreak system and kill-streaking mechanics, the changes below reward objective players and require slayers to stick to their role more carefully to ramp their score up. We recognize that there are hybrid styles that achieve both, and this system rewards players for the play style they gravitate to the most.

  • Scorestreak System
    • Objective score rewards have been increased in Domination, Kill Confirmed, and Hardpoint. These changes will reward any objective player and do not require or reward objective streaking.
    • Adjusted Scorestreak rewards to reduce Scorestreak spam and make Scorestreaks more rewarding. Players will need to go on higher streaks in a single life to earn top-tier Scorestreaks. The curve has been flattened out on the low end, and ramps up quickly as the player earns higher kill-streak numbers.
    • Reduced Scorestreak cooldowns to offset these changes and allow players to cycle through Scorestreaks more often.

SPAWNS

We heard from several players during the Alpha that they felt it took too long to get into the action in 6v6 game modes on Miami. To address this, the design team has adjusted the spawns and spawn logic across multiple modes to ensure a faster time to engagement on the map.

  • Miami
    • Full spawn pass for Team Deathmatch and Kill Confirmed modes on Miami with the goal of reducing the time to engagement and increasing the overall pace of 6v6 game modes.
    • Spawns at the ends of the map have been pulled in closer.
    • Added new spawns to get players back into the fight faster.
    • Adjusted the spawn logic to reduce the distance at which an enemy player will influence the enemy team’s spawn points.
  • Moscow
    • Added spawns across several modes to allow for more safe spawns in relation to enemy player locations at the time of a respawn.
  • Armada
    • Reduced how often players can be spawned at the rear of their home ship to reduce travel time back to engagements.
  • Crossroads
    • Adjusted Combined Arms: Domination spawn logic and spawn placement to keep players spawning closer to their owned objectives, reducing time to engagement and getting players back into the action faster.
  • Satellite
    • Adjusted spawn logic to allow for slightly easier spawn-flipping in certain modes instead of a team becoming spawn-trapped for an extended period.

VEHICLES

Vehicle vs. infantry combat is a dynamic we work hard to balance out for both parties. We’ve made substantial adjustments for this combat loop in the Beta, and will continue to dial this in for launch.

  • Vehicle Damage Tuning
    • Reworked the bullet damage mitigation model for Tanks to provide a more consistent experience across weapon classes. This fixes issues where some guns seemed inordinately more powerful against vehicles than others.
    • Adjusted the “Cavalry Lancer” weapon attachment to be more consistent across weapons, especially on LMGs. We will continue to keep a close eye on tuning this for launch.
  • Tanks
    • Reduced Tank health to make launchers and C4 more effective counters.
    • Reduced the deadliness of the Tank shell’s splash damage.

BUG FIXES

  • Character Models
    • Addressed an issue where a player disconnecting from the match during the loading sequence could result in that player’s character displaying an unnatural pose at the start of the game.
  • AK-74u
    • The AK-74u’s reload animations will no longer appear to skip.
  • RC-XD
    • Called in the Fun Police to address an issue that allowed players to ride around on a teammate’s RC-XD. Sorry.
  • Gunboat and Wakerunner
    • Fixed an issue where Wakerunners being deployed from a ship’s davits could cause the Gunboat to be flung into the ocean.
  • Motion Blur
    • Addressed an issue where the Motion Blur setting would not properly retain its settings.
  • Moscow Window
    • Addressed an issue where a player could become stuck when sliding through a window in Moscow.
  • Mantling
    • Tuned mantling at tall heights to ensure they are performed at a more natural speed.
    • Where necessary, map designs will be updated to restrict areas where mantling is not intended.
  • Moving Before Match Start
    • Addressed an issue that could allow players to begin moving before the match countdown timer had ended.
  • “Invisible” Weapons
    • Addressed an issue that could display an invisible third weapon when exiting a vehicle, preventing the player from being able to use any of their weapons.
  • After Action Report
    • Addressed an issue that would show incorrect Scoreboards in the After Action Report.
  • Stability
    • Addressed various stability issues encountered during the Alpha.

ADDITIONAL UPDATES / FEATURES

  • Ping System
    • Added locational Ping system across all MP modes, allowing players to ping objectives, loot, locations, and enemies for teammates during a match using D-pad left on controllers or Z on keyboards by default.
    • Alternate button layouts, like Bumper Ping and Bumper Ping Tactical, can be selected in the Gameplay Settings menu.
  • FOV Slider on All Platforms
    • Added Field of View (FOV) slider on all platforms to define the height and width of the player’s view in Settings.
  • HUD Visual Toggles
    • Added the ability to toggle visuals for the compass, enemy and ally health bars, hit markers, crosshairs, player names, and button hints in Settings.
  • Name Plates
    • Adjusted the ruleset around when friendly player names would show to reduce instances where friendly name plates would appear over enemies in certain situations.
  • Deadzones / Minimum Input Threshold
    • Expanded the options to reduce minimum stick input threshold (or “deadzone”) to 0.
    • NOTE: Setting this to 0 is only recommended for advanced users. Depending on controller hardware, setting this to low values can cause “stick drift”, which can engage the stick even when no input is given.
  • Kill Confirmed Score Limit
    • Our data from Alpha showed that Kill Confirmed was ending on time limit too frequently in the Alpha, so we’ve reduced the score limit to 65 for the Beta.
  • Start Spawn “Soft Freeze”
    • We’ve enabled the ability for players to rotate their Operator, swap weapons, ADS, and changes stances during the pre-round timer.
  • Progression
    • We’ll be introducing a deep progression system synchronized across Multiplayer, Zombies, and Warzone that deserves its own time in the spotlight, and we’ll have more details in a dedicated blog as we get closer to launch. While players won’t see this full progression system in the Beta, you’ll be able to rank up to certain levels to unlock additional content throughout both Beta weekends.

SOURCE: Treyarch

Call of Duty: Black Ops Cold War

Best UGR loadout for Black Ops Cold War

The UGR is a brand-new SMG in Black Ops Cold War, so here’s our best compelte with Attachments, Perks, and Equipment.

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Best UGR loadout in UGR

The UGR is a brand-new SMG in Black Ops Cold War, and players can’t wait to try it out in multiplayer matches. Here’s our breakdown of the best UGR loadout to run in BOCW.

Even though CoD Vanguard is now in its third season, and Modern Warfare 2 is arriving this year, support for Black Ops Cold War is still going strong. After a huge Zombies patch on April 25, Treyarch have now added a remastered version of the Jungle map, as well as a new weapon.

The UGR SMG is an interesting close-range option, as it’s an “underwater rifle modified for improved land performance.” It doesn’t have the bullet velocity to take enemies out at distance, but it’s formidable in close-quarters combat.

If you’re looking to run it in multiplayer, you’ll need to know how to make the most of it. Check out our best UGR loadout for Black Ops Cold War.

Best Cold War UGR loadout attachments

Operator underwater using UGR
  • Barrel: 12.8″ VDV Reinforced
  • Underbarrel: Spetsnaz Grip
  • Magazine: Explosive Flechettes
  • Handle: GRU Elastic Wrap
  • Stock: KGB Skeletal Stock

We kick things off with the 12.8″ VDV Reinforced Barrel to seriously boost the UGR’s bullet velocity and damage range. The UGR is severely lacking in both departments, but this attachment makes it far more competitive in longer-range battles.

Next up, we went for the Spetsnaz Grip to keep the recoil in check and make it far easier to control. Then we chose KGB Skeletal Stock and GRU Elastic Wrap for a decrease in sprint-to-fire time and ADS speed, allowing you to get shots earlier while rushing around the map.

Many were surprised to see that the UGR comes with explosive rounds, so we couldn’t resist equipping Explosive Flechettes to our loadout. Aside from the obvious boost in overall damage, they also increase ammo capacity which is vital in a fast-firing weapon.

Best Cold War UGR Perk & Equipment

Flak Jacket Perk in BOCW
  • Perk 1: Flak Jacket & Tactical Mask
  • Perk 2: Scavenger & Assassin
  • Perk 3: Ghost & Ninja
  • Lethal Equipment: Semtex
  • Tactical Equipment: Stimshot

We think the UGR is still effective with only five attachments, so we’re equipping Greed Wildcard to use extra Perks in each slot in BOCW multiplayer matches,

Flak Jacket and Tactical Mask are incredibly important in the first slot, as they’ll keep you protected from incoming explosives and Gas Mines, which can be frustrating when running and gunning.

Next, we picked Scavenger to make sure you never run out of ammo, as well as Assassin to keep the Scorestreaks rolling in. In the final slot, we recommend Ghost to stay invisible on enemy radars, as well as Ninja to help with flanking, which you’ll want to do a lot of with the UGR.

In terms of equipment, Semtex is an easy-to-use lethal, while Stimshot will give you a handy health boost when things get tough out there.

How to unlock UGR in Black Ops Cold War

UGR in Warzone

To unlock the UGR SMG, players must kill an enemy revealed by their Spy Plane, UAV, or Field Mic with an SMG in 15 different completed matches. If you’re not a big multiplayer fan, it can be earned in Zombies by eliminating 1000 enemies while using an Epic rarity or better SMG.

You can also bypass the challenges altogether if you don’t mind spending 2,400 CoD Points on the new Lazar bundle.

Best alternatives to Cold War’s UGR

Black Ops Cold War has some powerful SMGs if the UGR isn’t working for you. The TEC-9 and LC10, in particular, remain incredibly strong in multiplayer matches and rank as two of the best weapons in the entire game.


For more, be sure to check out the best UGR loadout to use on Caldera in Warzone Pacific Season 3.

Image Credit: Activision

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Call of Duty: Black Ops Cold War

How to unlock UGR SMG in Cold War & Warzone

Here’s everything you need to know about the new UGR SMG including how to unlock the weapon in Cold War and Warzone.

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UGR unlock Warzone cold war

Treyarch continue to release new weapons for Cold War and the latest is the UGR SMG based on the APS underwater rifle that will be making its way to both Cold War and Warzone. Here’s how to unlock the UGR in Cold War and Warzone.

Although Vanguard is now in Season 3 and 2022’s Modern Warfare 2 has been announced, Treyarch are still releasing content for 2020’s Black Ops Cold War. Alongside a ton of Zombies changes that arrived with the April 25 update, Treyarch confirmed the classic Jungle map and a brand-new weapon would arrive in the “coming weeks.”

On May 6, the new UGR SMG made its way to the game alongside a remastered version of the Jungle map. Here’s how to unlock the UGR in Cold War and Warzone.

UGR SMG in Cold War & Warzone

agr underwater rifle in call of duty ghosts

Those who played Call of Duty: Ghosts may recognize Cold War’s new UGR SMG as it’s based on the APS underwater rifle that appeared in the campaign. The in-game description says it’s a “full-auto submachine gun” and an “underwater rifle modified for improved land performance.”

The weapon is projectile-based with quite a low bullet velocity, so you won’t be beaming enemies at range with ease. Players were also surprised to see that it comes with explosive bullets.

How to unlock UGR in Cold War & Warzone

Players can unlock the UGR by killing an enemy revealed by your Spy Plane, UAV, or Field Mic with an SMG in 15 different completed matches. You can also unlock the UGR in Zombies if you eliminate 1000 enemies while using an Epic rarity or better SMG.

The new UGR SMG has the same unlock challenge for both Cold War and Warzone, so it’ll be up to you to decide which game you’d like to complete it in. In addition, you can also receive the UGR straight away by purchasing the new Lazar bundle for 2,400 CoD Points.


The Nikita AVT and M1916 have also arrived in Warzone with Season 3, so you can check out how to unlock the new Assault Rifle and Marksman Rifle.

Image Credit: Activision

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Call of Duty: Black Ops Cold War

Treyarch confirm Jungle map remaster & new weapon arriving in Black Ops Cold War

Black Ops Cold War devs Treyarch have confirmed a new long-range weapon and Jungle map remaster coming soon.

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Captain Price in Black Ops jungle map

Treyarch have confirmed brand-new content is on the way for Black Ops Cold War, including a new weapon and remastered version of the classic Jungle map.

While Black Ops Cold War’s seasons have ended, the Call of Duty title received additional content through an update in March, including the arrival of the WMD map and the Vargo 52 Assault Rifle.

Now, Treyarch have announced more new additions that they have planned for Black Ops Cold War in May and beyond, including a long-range weapon and a remastered version of a classic Call of Duty map.

Cold War Jungle map remaster release date

Treyarch confirmed that the remastered Jungle map will make its way to Black Ops Cold War on Friday, May 6. The new map hit the game at 10:00 AM PT / 1:00 PM ET / 6:00 PM UK.

Treyarch originally confirmed their plans for brand-new Call of Duty content in a blog post on April 14, including the addition of the classic map Jungle. When the map hits the game on May 6, players will be able to jump into a Jungle 24/7 playlist.

When this map first made its debut, it consisted of a ruined village and military base near a river in the middle of a Vietnamese jungle. Players could take advantage of its many slopes and ladders to move quickly between levels.

Jungle won over players with its impressive layout and was added to other CoD titles like Black Ops III and Black Ops 4. Now, a remastered version will be added to Cold War’s standard 6v6 playlists in a new update.

New Cold War weapon

Black Ops Cold War operators

Treyarch also teased the arrival of an “all-new ranged weapon” that players will be able to use in both Black Ops Cold War and Warzone. This new weapon arrived alongside Jungle on May 6.

Adding new weapons often shakes up the meta of CoD titles, so we can expect major changes after this new content drop arrives.


For more Black Ops Cold War, be sure to check out Treyarch confirming that Cold War won’t receive more Zombies maps as well as the leaked Scythe weapon and its unlock requirements.

Image Credit: Activision / Treyarch

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