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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 ZRG 20mm loadout for Cold War Season 2

We’ve got the best attachments and perks to dominate with CoD: Black Ops Cold War’s new ZRG 20mm Sniper Rifle.

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black ops cold war zrg 20mm sniper rifle

The ZRG 20mm is Black Ops Cold War’s most powerful Sniper Rifle, so here are the best attachments and perks to maximize its potential in Season 2.

The ZRG 20mm Sniper Rifle is the final new weapon to be added to Call of Duty: Warzone and Cold War in Season 2. This high-caliber bolt action rifle is a slow but powerful beast, capable of one-shotting enemies from any distance.

Although slower than the other bolt action Sniper Rifles, the ZRG 20mm is much more powerful. We’ve got the best attachments and perks you can run with it in Cold War Season 2, as well as a guide on how to unlock it.

Best ZRG 20mm attachments for Cold War Season 2

ZRG 20mm Sniper Rifle in Black Ops Cold War
  • Barrel: Rapid Fire
  • Body: Tiger Team Spotlight
  • Ammunition: 5 Rnd
  • Handle: Airborne Elastic Wrap
  • Underbarrel: Bruiser Grip

You want to build the ZRG 20mm for speed, as its bullet velocity and damage are already incredible. You won’t be able to run around the map quickscoping effectively, but if you line up your shot, the enemy doesn’t stand a chance.

Although having more power than the other snipers, the ZRG is balanced through its low fire rate. It has a lengthy bolt animation, so the Rapid Fire barrel will vastly speed this process up.

As you’ll mostly be using this Sniper from distance, enemies will often blend into the environment. The Tiger Team Spotlight will mark enemies, allowing you to spot them even in the darkest corners.

The ZRG’s standard magazine only holds three rounds, so you want to equip the 5 Rnd magazine as soon as possible. This will allow you to take out more targets without affecting your ADS speed.

And finally, to improve your mobility while carrying this heavy weapon, the Airborne Elastic Wrap and Bruiser Grip are a great combination. You’ll have improved ADS and movement speed, allowing you to compete with the faster snipers on Cold War’s maps.

Best perks to run with the ZRG 20mm in Cold War Season 2

stitch using zrg 20mm sniper in black ops cold war

We recommend running the ZRG 20mm with the Perk Greed Wildcard. You’ll be able to use six perks at once, allowing for much more versatility in your gameplay.

  • Perk 1: Flak Jacket & Tactical Mask
  • Perk 2: Assassin & Gearhead
  • Perk 3: Ghost & Gung-Ho

Flak Jacket and Tactical Mask combined are a powerful combo, making you almost invulnerable to all equipment that comes your way.

The second Perk slot doesn’t have many suited specifically for Snipers, but Assassin will allow you to get a score bonus for ending enemies’ killstreaks and Gearhead will quickly replenish your Field Upgrades.

Ghost will keep you hidden from Spy Planes, allowing you to take up a power position even if a UAV is in the air, and Gung-Ho allows you to swap weapons faster if you get caught at close range.

How to unlock the ZRG 20mm in Cold War Season 2

How to unlock the ZRG 20mm Sniper in Cold War

To get your hands on the ZRG 20mm in Cold War Season 2, you need to, “Using Sniper Rifles, earn 2 Longshot medals in 10 different matches.”

We have some top tips on how to earn these Longshots in our guide on how to unlock the ZRG 20mm in Cold War and Warzone.

Best alternatives to Cold War’s ZRG 20mm

If you haven’t unlocked the ZRG yet or would rather something with more speed, the Pelington and LW3 Tundra are the best options. If you want to dart around the map quickscoping, the Pelington is the weapon for you. However, if you want something more versatile and powerful at all ranges, the Tundra should be your go-to.


If you’re looking for maximum firepower in Black Ops Cold War’s multiplayer, you can’t go wrong with the ZRG 20mm Sniper Rifle. It also packs a serious punch in Warzone, so you can check out our best ZRG 20mm Warzone loadout too.

Want to see where the ZRG ranks amongst Cold War’s other weapons? Check out our tier list of every weapon in Black Ops Cold War.

Image Credit: Activision / Treyarch

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Call of Duty: Black Ops Cold War

Cold War April 9 patch notes: Gunsmith Customs & Rivas

Gunsmith Customs arrives in Black Ops Cold War.

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Treyarch has released a new Game Settings Update for Call of Duty: Black Ops Cold lWar on April 9.

This new Game Settings Update has enabled the new Gunsmith Customs feature to use in Black Ops Cold War. Gunsmith Customs allows players to mix and match attachments of Blueprints on weapons in the same weapon class. Players can save their Blueprints once they create the new one.

This feature has been available in Modern Warfare & Warzone for a while now, but the feature is now expanding to Black Ops Cold War.

The new Game Settings Update also added in a new Operator, Rivas, acquirable in the new Bundle in the Cold War & Warzone store.

Get the full details on what’s new from the Treyarch Blog:

GUNSMITH CUSTOMS: BUILD YOUR OWN BLUEPRINTS

If you’ve ever wanted to create your own Weapon Blueprints in Black Ops Cold War, your time has come. With today’s launch of Gunsmith Customs, players can now mix-and-match attachments from Weapon Blueprints of the same weapon type to create their very own Blueprints.

Jump into Create-a-Class to build your custom Blueprints, name and save your creations via Custom Mods, and take them into your next Multiplayer or Zombies match. Mash up your favorite Optic, Muzzle, Barrel, Underbarrel, Body, Magazine, Handle, and Stock attachments from your collection into whatever crazy combination you’d like!

RIVAS JOINS THE FIGHT

Karla Rivas, our final new Operator of Season Two, drops into Black Ops Cold War and Warzone today with her own Operator bundle. This bundle includes Rivas’s Epic “Smuggler” Operator Skin, two Legendary Weapon Blueprints, and an Epic Melee Weapon Blueprint, plus a Calling Card, Emblem, Weapon Charm, Wrist Accessory, and the brutal new “Between the Legs” Finishing Move.

After years of fighting against the Menendez Cartel, Rivas has honed her skills as a seasoned guerilla warfare specialist. Learn more about her backstory at the Call of Duty Blog, and check out the Rivas bundle today to drop in as this badass new Operator.

Dead Ops Arcade 3 also gets an update in Zombies today, with adjustments to XP and the Room of Judgment. Here’s what’s new in today’s update:

GLOBAL

Features

  • Gunsmith Customs
    • Players can now mix-and-match attachments from Weapon Blueprints of the same weapon type to create new Blueprints with Gunsmith Customs.
    • Create your own custom Blueprints in Create-a-Class, name and same your creations via Custom Mods, and take them into your next match in Multiplayer or Zombies.
    • Players can create up to 10 custom Blueprints per weapon.

Operators

  • Rivas
    • Rivas Operator bundle now available in the Store in Black Ops Cold War and Warzone.

ZOMBIES

Dead Ops Arcade 3

  • Gameplay
    • Additional XP adjustments.
    • Adjustment to boss selection in Room of Judgment for Solo adventurers.
    • Addressed an issue in Room of Judgment sequence where bosses were getting auto-killed before the timer expired.

SOURCE: Treyarch

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Call of Duty: Black Ops Cold War

10 best guns in Black Ops Cold War: Weapon Tier List

Treyarch’s CoD: Black Ops Cold War has a stupendous arsenal of weapons, and we’ve picked our top 10 best guns and ranked them too.

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black ops cold war best weapons

There are so many different quality guns for Call of Duty players to master in Black Ops Cold War. So we’ve decided to pick out the 10 best guns in Season 2 and rank them.

Black Ops Cold War already had a pretty extensive catalog of guns for players to test out and see what worked best for them at launch. Since the game’s inception, we’ve been treated to the Streetsweeper, Groza, and MAC-10 in Season 1. Furthermore, Season 2’s launch introduced the FARA 83 and the LC10 too, leading to more headaches about what loadout to use in Express!

As well as worrying about the best FPS settings to use and best aim assist settings to use, there’s also the doubt that the gun you’re using is even right for you and your playstyle.

With all these additions there is now almost an overflow of Assault Rifles, Submachine Guns, Tactical Rifles, and more to pick from. So we’ve taken it upon ourselves to sift through the expansive array of guns and rank the top 10 weapons in Call of Duty: Black Ops Cold War.

CoD: Black Ops Cold War: Weapon tier list

Before we delve into a deep look at the best guns that Treyarch has to offer, we’re first going to do a rundown of every weapon in the game and categorize them. Let’s be fair, some of Cold War’s weapons are must-have and must-use, whereas some are simply not worth your time.

Here is our Official tier list of all of Black Ops Cold War’s weapons:

  • S-Tier: Streetsweeper, Diamatti, LC10, Krig 6, XM4, AK-74u, ZRG 20mm
  • A-Tier: AK-74, M16, MP5, Stoner 63, FARA 83, MAC-10, Bullfrog, AUG, Gallo SA12
  • B-Tier: Groza, FARA 83, QBZ-83, Milano 821, DMR 14, RPD, Hauer 77, LW3 Tundra, Pelington 703, 1911, Magnum
  • C-Tier: FFAR 1, KSP 45, Type 63, M60, M82

Just to explain the system, our S-Tier weapons are the top-of-the-line powerhouses, the A-Tier are great, the B-Tier weapons are just missing something, and C-Tier ones are not worth your time.

CoD: Black Ops Cold War best guns Season 2

10. ZRG 20mm – Best Sniper Rifle in Black Ops Cold War

cod cold war zrg 20mm sniper

Added during Season 2 of Black Ops Cold War, the ZRG 20mm has shaken up the long-range game in Treyarch’s newest take on Call of Duty.

Its damage is devastating and anyone that ventures into its sight should probably say a prayer. It suffers slightly because of its naturally smaller magazine and reload time, but this is the cost of one-hit devastation.

9. Stoner 63 – Best LMG in Black Ops Cold War

cod cold war stoner 63

Many players are deterred from LMGs due to their bulky nature meaning that ADS speed is reduced, mobility is decreased, and reloading is abysmally painful.

However, the Stoner 63 really benefits from having its weapon level upgraded, and having a few of the right attachments turn into a continuous battering ram if used correctly.

8. M16 – Best Tactical Rifle in Black Ops Cold War

cod cold war m16

Unlike the AUG, the M16 doesn’t appear to have had too many damaging nerfs that have lowered the weapon’s capabilities and DPS.

The M16 is rocksteady with regards to aiming and can easily kill in only a couple of squeezes of its burst-fire trigger. Most people prefer an automatic weapon for its constant stream of bullets, but with a little more love and attention, the M16 can easily get the job done.

7. AK-47

cod cold war ak-74

No one has ever questioned the AK-74’s overwhelming power as each bullet can rip a hole through space and time itself. For all its power, it can be a handful to control thanks to its haphazard recoil.

Nevertheless, it still retains its aura of destruction and skilled players can effortlessly make it look like one of the best weapons in all of Black Ops Cold War.

6. Streetsweeper – Best Shotgun in Black Ops Cold War

cod cold war streetsweeper

The weapon is an absolute, indisputable beast. For a weapon that smacks like a hammer, it has very little recoil to show for it. The unbelievable fire rate makes it comparable to any automatic weapon, and if you have a group of enemies in close proximity of you and each other, then they’ve already accepted their fate.

The complete downside to the Streetsweeper is that its reload time is nothing short of vile. Given the furious nature of a game of Call of Duty, you just don’t have time to reload it. If it wasn’t for this, it would be much higher up.

5. LC10

cod cold war lc10

The LC10 is one of the newest additions to Black Ops Cold War as it was introduced alongside the FARA 83 in Season 2. It’s already usurped many guns to become one of the most-used weapons in the game.

Its piercing shots are matched by relatively high accuracy, and it’s a gun with few drawbacks. It’ll be interesting to see where it stands by the time Season 3 comes around.

4. Diamatti – Best Pistol in Black Ops Cold War

cod cold war diamatti

The Diamatti became a fan favorite once Cold War weapons were integrated into Warzone during Season 1. The reality is that the Diamatti is as fearsome as a weapon comes – let alone a secondary weapon.

Its burst fire nature allows it to barrel its way through ammo and give you a big advantage if you’re accurate. It’s only minor setback is that its range suffers in comparison to ARs and SMGs, but if you’re in a small-to-medium-sized map, then give the Diamatti a whirl.

3. XM4

cod cold war xm4

Whereas people are drawn to the incomparable firepower of the AK-74, the XM4 has actually been lying out in the open the whole time. Available from the start, the XM4 is about the most well-balanced weapon in the game.

In terms of damage, accuracy, mobility, the XM4 is extremely versatile. There’s a reason it’s still heavily favored by the pros as the right attachments can pretty much make it whatever you want it to be.

2. AK-74u – Best SMG in Black Ops Cold War

cod cold war ak-74u

It was a close one in the race for top spot, but the AK-74u JUST misses out. Used by many pros and lauded by most players, the AK-74u is fast and fixates on enemy players with unwavering accuracy.

It’s as fundamentally sound as a weapon comes to be honest. There’s no map that hinders it, it absolutely excels in close-range contests, and it should be in one of your main loadouts.

1. Krig 6 – Best Assault Rifle in Black Ops Cold War

cod cold war krig 6

If you know your CoD: Black Ops Cold War, then you probably knew what was coming. That’s right, the Krig 6 takes the top spot because it’s a weapon without any flaws. It’s one of those rare firearms that feels absolutely unbeatable, but not to the point it needs to be nerfed and toned down.

Once you’ve progressed the weapon’s level and reduced its vertical and horizontal recoil, then you have your own ridiculous laser. It’s insanely efficient, very strong, and is quite simply the best weapon in Black Ops Cold War.


Do you disagree with any of our selections? Be sure to let us know on our CharlieINTEL Facebook Page and CharlieINTEL Twitter Page!

Image credits: Treyarch

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