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:
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.
- 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.
- 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:
- 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.
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.
- 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.
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.
- 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
- 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.
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.
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.
- 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.
- Added spawns across several modes to allow for more safe spawns in relation to enemy player locations at the time of a respawn.
- Reduced how often players can be spawned at the rear of their home ship to reduce travel time back to engagements.
- 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.
- Adjusted spawn logic to allow for slightly easier spawn-flipping in certain modes instead of a team becoming spawn-trapped for an extended period.
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.
- Reduced Tank health to make launchers and C4 more effective counters.
- Reduced the deadliness of the Tank shell’s splash damage.
- 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.
- The AK-74u’s reload animations will no longer appear to skip.
- 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.
- 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.
- 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.
- 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.
Best controller settings for Black Ops Cold War Season 6
To improve your accuracy and movement in Black Ops Cold War, here are the best controller settings for Season 6.
Making sure your controller settings are perfect is an essential part of any first-person shooter, so we’ve put together the best aim assist, aim response curve type, target aim assist settings, and more for Black Ops Cold War Season 6.
We’re now in the final season of Black Ops Cold War, fine-tuning aim assist settings for shooting as accurately as possible is just as important as ever. With so many settings available, it’s hard to pick out the settings you should be running.
Over the past couple of seasons, Cold War players have reported that a glitch resets their settings. So whether you need to re-enter the best settings or are just looking to fine-tune your aim, here are all the best controller settings for Black Ops Cold War Season 6.
You can use the links below to navigate to each section.
- Best Black Ops Cold War controller settings
- Best Black Ops Cold War Aim Response Curve Type
- Best Black Ops Cold War Target Aim Assist Mode
- Best Aim Assist for sniping in Cold War
- How to turn off Aim Assist in Cold War
- Does FOV affect Aim Assist
- How to find the best Cold War controller settings
Best Black Ops Cold War controller settings
- Horizontal Stick Sensitivity: 6
- Vertical Stick Sensitivity: 6
- ADS Stick Sensitivity (Low Zoom): 1.00
- ADS Stick Sensitivity (High Zoom): 1.00
- Button Layout: Default
- Flip LT/RT with LB/RB: If you play with claw grip or want faster button press time, you should use Flipped
- Aim Response Curve Type: Standard
- Invert Vertical Look: Disabled
- Controller Vibration: Disabled
Sensitivity is all dependent on you, but 6 is one of the most common values. You should hop into a Custom Game, which we’ll explain further down, to find the best value for you.
- Target Aim Assist: Enabled
- Target Aim Assist Mode: Standard
- ADS Aim Assist: Enabled (Campaign and Zombies only)
- Airborne Mantle Behaviour: Manual
- Grounded Mantle Behavior: On Second Press
- Aim Down Sights Behavior: Hold
- Steady Aim Behavior: Hold
- Armor Behavior: Apply All
- Attack Vehicle Control Mode: Aim-Based
Mantle Behavior is an important setting to adjust. While trying to jump shot next to cover, your Operator will mantle onto the surface, rendering you defenseless mid-fight. If you set it to only Mantle on Second Press, you’ll be able to freely jump-shot and then double-tap jump when you want to mantle.
For more details on Aim Response Curve and Target Aim Assist Mode, we will detail these settings further in this guide.
- Stick Layout: Default
- Left Stick Min Input Threshold: 0 (then increase as required)
- Right Stick Min Input Threshold: 100
- Right Stick Min Input Threshold: 0 (then increase as required)
- Right Stick Max Input Threshold: 100
- Auto Move Forward: Disabled
- Auto Sprint: Enabled
- Sprint Cancels Reload: Disabled
- Parachute Auto Deploy: Enabled
- Equipment Behavior: Hold
- Interact/Reload Behavior: Tap to Reload
Auto Sprint Enabled will allow you to move around the map quicker, but you’ll need to get used to only slightly moving your stick when stealthy.
The Stick Input Thresholds, or deadzone, are all dependent on your controller. You want the minimum value to be as low as possible without your controller having stick drift.
Best Black Ops Cold War Aim Response Curve Type
In this guide, we’ll be going over all the aim assist settings so that you can find the one that works best for you in Treyarch’s Black Ops Cold War.
There are 3 different settings for Aim Response Curve, so let’s find you the best one:
- Standard: Standard curve from aim stick to aim rate. When you initially aim, there will be a slight delay in speed when the stick is pressed all the way in a specific direction.
- Linear: Removes initial speed delay when the stick is pressed all the way in a direction. More for aggressive, fast movements at the cost of precision.
- Dynamic: Hybrid system between linear and standard. Has a middle ground aim speed up when initially moving the stick.
Most players will be used to the Standard Aim Response Curve, as this has been the default setting in most Call of Duty games.
If you feel like you have solid stick control and can snap on targets with ease, it’s worth trying out Dynamic. It’s an excellent middle ground between Standard and Linear (which we wouldn’t recommend), and some pro players such as Scump have used it with great success.
Best Black Ops Cold War Target Aim Assist Mode
Target Aim Assist is used in gunfights or when aiming at an enemy player. It slows down your crosshair when hovering over enemy players.
- Read More: Best Grav loadout for CoD: Cold War Season 6
There are 4 different settings this time, so we’ll dig through each one:
- Standard: Traditional aim slowdown near the target. A wider area where your aim will slow around an opponent. Best for regular Call of Duty players who want some extra time to lock on the target.
- Legacy: Alternate aim slowdown near the target (a more narrow range). Same type as in Warzone. If you’re a regular Warzone player, you should try this.
- Precision: Strong aim assist slowdown that only kicks in when close to an enemy player. Only use this option if you’re a skilled and accurate player. The slowdown area is minimal and casual players will not like this.
- Focusing: Strong aim slowdown that kicks in when narrowly missing targets. If you’re new to Call of Duty, this is your best bet to improving on a controller.
If you primarily play Black Ops Cold War and Warzone isn’t your cup of tea, we recommend sticking to the Standard Target Aim Assist setting. This is what most CoD players are used to and will feel the most natural to most.
However, if you like to switch between Warzone, Modern Warfare, and Black Ops Cold War, it’s worth getting used to the Legacy aim assist setting. With these games on different engines, switching between them can be quite jarring, but the Legacy mode will make the transition much smoother.
Best Aim Assist for sniping in Cold War
Unlike many previous Treyarch Call of Duty games, Sniper Rifles in Black Ops Cold War have Aim Assist. When dragging your crosshairs past an enemy, you’ll be able to feel your aim slow down in a ‘bubble’ around the target.
This has advantages and disadvantages, so we’ve got the best Aim Assist settings for sniping in Cold War.
For Aim Response Curve, we’d recommend leaving it on what you’re used to. Standard and Dynamic both have their separate place, but when sniping, it’s best to leave it on the one that you prefer.
However, for Target Aim Assist Mode, we’d recommend Precision. With the Aim Assist bubble around targets, it can feel like your aim is getting stuck, or it will pull away from the target you’re aiming at. Precision significantly shrinks the bubble around opponents, allowing you to be more accurate and precise when sniping.
Some players prefer to turn off Aim Assist when sniping, as the bubble that catches players can throw your aim off. We’ll explain how to disable that further in the article.
How to turn off Aim Assist in Cold War
When Black Ops Cold War first launched, there was a little bit of confusion about Aim Assist. The ADS Aim Assist setting only works for campaign and Zombies, but the in-game description wasn’t specific for the first few weeks of launch.
If you don’t like the snappy aim-lock when fighting Zombies, or would rather have no multiplayer Aim Assist for classic sniping, here’s how to turn off Aim Assist in Cold War.
To have no aim assist when playing campaign and Zombies:
- Set ADS Aim Assist to Disabled.
To have no aim assist when playing multiplayer:
- Set Target Aim Assist to Disabled.
You won’t be nearly as accurate when using automatic weapons, but having no Aim Assist will allow you to have a more classic sniping experience.
Does FOV affect Aim Assist?
Unlike Modern Warfare and Warzone, Black Ops Cold War has a field of view slider on console. You’ll be able to increase how much you can see in front of you, taking in much more information than the default setting.
Cold War’s FOV slider goes all the way from 60-120, giving players a wide range of choices when finding the perfect FOV for their playstyle and hardware.
Cranking the FOV up to 120 will allow you to see an insane amount of what’s in front of you, but on the other hand, far-off player models will be much smaller and more challenging to see, never mind the hit to the game’s performance.
Having a FOV of 120 can severely throw off your aim, as you need to fine-tune your shots on these small targets and compensate for the Aim Assist bubble around them.
To stay accurate with a controller, we wouldn’t recommend putting your FOV above 110. But, if you’re confident with your aim, feel free to experiment with pushing it further.
How to find the best Cold War controller settings
With controller settings, there’s no setup that will work perfectly for everyone. It’s tempting to find your favorite pro player or content creator and copy their settings, but they might not be the best for you.
We’d recommend jumping into a custom game of Black Ops Cold War and testing out some different controller settings. To maximize your time while testing out the settings, here’s what we’d recommend:
- Map: Nuketown ’84
- Mode: Free for All
- Time limit: Unlimited
- Score limit: Unlimited
- Bots and players:
- Number of bots: 6
- Bot difficulty: Recruit
With these custom game settings, you’ll be able to practice shooting for as long as you like. Nuketown ’84 is small enough that you’ll be able to fight constantly, and the Recruit level bots will hardly shoot back at you.
Practice shooting bots at both long and close range with various settings and weapons, and keep on the setting you feel most accurate and comfortable with. Even if you’re a Call of Duty veteran, there’s always room to improve, so it’s worth trying out some different combinations.
While you’re in this private mode, you should also try getting your Minimum Input Thresholds as low as they’ll go. Start at 0, and move it up one until you no longer receive stick drift.
Try out these controller settings in Black Ops Cold War Season 6, and you’ll be shooting deadly accurate in no time.
For more Cold War guides, you can check out how to get Warzone and Cold War Prime Gaming rewards, including skins and Blueprints.
Image Credits: Treyarch / Microsoft / Sony
Cold War October 13 update patch notes: Vanguard Zombies reveal, Grav fix & zombies changes
Treyarch Studios has rolled out the Black Ops Cold War October 13 update, and we have all of the patch notes covered for you.
Season 6 is underway in the world of Black Ops Cold War, and Treyarch Studios has rolled out the October 13 update to provide some fixes and updates for players, and we have all of the patch notes covered for you.
It has been an exciting time in Call of Duty: Black Ops Cold War, with Season 6 bringing various changes, including weapon buffs and nerfs and the new Forsaken Zombies map with its insanely powerful wonder weapon.
However, this has not stooped Treyarch Studios from improving Black Ops Cold War which was the focus of the Black Ops Cold War October 13 update patch notes, including a look at the upcoming Call of Duty: Vanguard Zombies reveal.
You can find everything you need to know about the Black Ops Cold War October 13 update patch notes below:
Black Ops Cold War October 13 update patch notes
SEASON SIX CONTINUES
We’ve added new gameplay improvements and fixes to MP and Zombies this week, including a fix for Grav attachment unlock levels, full details on the latest Wonder Weapon upgrades in Zombies, “Forsaken” updates, and more. In the Store, “Fuze” has arrived as our latest playable Warsaw Pact Operator, introduced to the world in the Season Six Cinematic.
Players can also now unlock legacy Prestige Icons for Prestige 13-15 from Black Ops in the Prestige Shop, as well as Prestige 13-14 and Grand Master Prestige icons from Call of Duty: Advanced Warfare! If you’ve been looking to complete your collection, now’s the time.
TUNE IN TOMORROW FOR VANGUARD ZOMBIES
In tomorrow’s update, we’re bringing Amerika 24/7 and Gunfight Gluboko to this week’s Featured Playlists – and of course, the worldwide reveal of Call of Duty: Vanguard Zombies kicks off at 8AM PT / 11AM ET, Oct. 14th!
Set a reminder for the premiere of tomorrow’s Zombies Reveal Trailer, and get ready for the full behind-the-scenes reveal later in the day. We can’t wait to share what the team’s been working on for this new chapter of the Dark Aether story.
Until then… here’s what’s new since our Oct. 7 update:
- Added Prestige Icons for Prestige 13-15 from Black Ops.
- Added Prestige Icons for Prestige 13-14 and Grand Master Prestige from Advanced Warfare.
- Addressed an issue related to Grav attachment unlock levels.
- Main Quest
- Crystals will now respawn during the escort section of the Main Quest to prevent a possible progression break.
- Addressed a rare issue that could cause the dragon to freeze during the Der Eisendrache pinball minigame.
- Enabled “Forsaken” in Local play.
- Base Versions
- D.I.E. now receives a percentage of its max ammo capacity when an enemy is absorbed, as opposed to a fixed amount. This makes higher ammo capacity versions more viable, such as the D.I.E. Electrobolt.
- D.I.E. melee damage increased from 145 to 160.
- D.I.E. Electrobolt
- D.I.E. Electrobolt increases movement speed while firing from 75% to 100% of base.
- D.I.E. Electrobolt now consumes more ammo for level 2 and 3 energy beams (increases the longer the trigger is held).
- Pack-a-Punched Version (D.E.A.D.)
- D.E.A.D. vacuums up to 3 enemies at a time at slightly increased damage (as a percentage of the enemy’s max health).
- D.E.A.D. Glacialator increases movement speed while firing to 90% of base (vs. 75% for the Cryo-Emitter).
- D.E.A.D. Joltsurge increases movement speed while firing to 125% of base (vs. 100% from the Electrobolt).
- Base Versions
- RAI K-84
- Vortex explosion damage increased by 100%.
- Addressed an issue that sometimes caused incorrect zombie pathing in the Main Street space.
- Added stability fixes related to the Abomination.
- Addressed an issue that allowed the Abomination to push players out of the playable area.
- Addressed an issue that caused the Abomination beam attack sound to be heard after the attack ended.
- Addressed a rare issue that could cause Tempests to follow players into the Observation Tower space.
- PhD Slider
- Addressed an issue that could cause the player to take explosive damage when fully cooking a grenade with PhD Slider Tier III or higher equipped.
- Plaguehounds have been capped to 15 per Surge. Chance to spawn has been lowered from 10% to 5%.
Source: Treyarch Studios
Image Credits: Treyarch Studios
How to get Warzone & Cold War Prime Gaming rewards
Call of Duty: Warzone and Black Ops Cold War players can now take advantage of Prime Gaming and earn some exciting rewards for their battles.
Prime Gaming is an exciting way developers reward players with various in-game items, with Call of Duty: warzone and Black Ops Cold War being the two latest games to join.
There are different ways that players can acquire these cosmetic items. One of the newest is through the popular Prime Gaming service, which allows Amazon Prime subscribers to get in-game rewards for free for their favorite games.
With this in mind, here is how you can get the Warzone and Cold War Prime Gaming rewards.
How to get Warzone and Cold War Prime Gaming rewards
Players interested in getting the Prime Gaming rewards will first need to make sure they are an Amazon Prime subscriber.
If you are not, you can sign up for a free 30-day trial to try out the service and redeem the Warzone & Cold War Prime Gaming rewards that are currently available.
- Read More: When does Warzone Season 6 start?
The full set of steps you need to take to add these new items to your collection for both Call of Duty games can be found below:
- Step 1: Navigate to the Call of Duty Offer Detail Page: https://gaming.amazon.com/loot/callofduty.
- Step 2: Click “Claim Now” on the active content drop.
- Step 3: Log in with your Prime-enabled account or sign up for Prime.
- Step 4: Click “Continue” to begin the account-linking process.
- Step 5: Click “Go to Activision” to be redirected to Activision’s account-linking page.
- Step 6: Log in with your Activision account and authorize Prime Gaming to fulfill content.
- Step 7: Click “Complete Claim.”
Once you complete these steps, the items you claimed will be available once you launch Warzone or Black Ops Cold War.
You can find all of the currently available Warzone and Cold War Prime Gaming rewards below:
Warzone and Cold War Prime Gaming Flight School Bundle
World Series of Warzone Fall 2021 Pack
Source: Call of Duty Blog
Image Credits: Activision / Amazon
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