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Cold War Season 3 Reloaded update patch notes: Standoff, weapon balancing, & 80s Action Hero

Here’s the patch notes for Black Ops Cold War’s Season 3 Reloaded update, including new maps, weapons, Rambo, and John McClane.

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Black Ops Cold War’s mid season 3 reloaded update arrives on May 20 with a variety of new content across MP and Zombies mode. Treyarch has now released the patch notes, which includes major weapon balancing across the game.

Black Ops Cold War’s Mid Season 3 Reloaded update includes significant balance updates, new maps, modes, and weapons. It’s also features the new Operators in the form of 80s action stars John Rambo and John McClane.

We’re now well into Cold War Season 3, but there’s still plenty of content yet to release. We’re breaking down all of the multiplayer and Zombies content still to arrive in Season 3, and the release date for the update along with the 80s Action Hero event.

Cold War Season 3 Reloaded Update Time & Size

Call of Duty’s Reloaded update is commonly referred to as the midseason update because they occur roughly halfway through the Season. Call of Duty’s confirmation of the 80s Action Heroes event has given us the release date for the update.

The update will roll out ahead of time on May 18 at 9PM PT / 12AM ET on May 19. Players on PlayStation can pre-load the update before the update goes live.

  • PlayStation 5: 10.3 GB
  • PlayStation 4: 7.1 GB
  • Xbox One Series X / Xbox One Series S: 13.1 GB
  • Xbox One: 8.3 GB
  • PC: 10.3 GB

Cold War Season 3 Reloaded Update Details

MULTIPLAYER

Multiplayer gets super-charged in the second half of Season Three with new maps, new modes, new weapons, new playlists, and new tuning changes and bug fixes for a variety of Scorestreaks, maps, modes, and more.

First up, we’re bringing the iconic Standoff from Black Ops II to 6v6 this week, and it plays just like it did back then. Grab your squad and jump into the Standoff 24/7 Featured Playlist this week to go wild on this classic map all week long in a Moshpit of TDM, Domination, Kill Confirmed, and Hardpoint. Standoff is one of our all-time favorite maps from the entire Black Ops series catalog, and we’re hyped to bring it to the community this week!

The massive Duga also debuts in Multi-Team modes this week, originally available exclusively in Zombies for the first half of the season in Outbreak. We can’t wait to let everyone loose on one of our biggest maps to date, especially with the launch of our newest Multi-Team mode going live this week.

In the all-new, last-team-standing Multi-Team Elimination mode, ten teams of four drop in with limited redeploys to fight for survival while radiation zones constantly expand. Loadouts are restricted, so you’ll need to scavenge for weapons, Scorestreaks, Armor, and other gear. Come out on top as the last team alive, or be the first squad to board the exfil chopper in the final safe zone, and you’ll take the win. Easier said than done.

The gameplay featured here is far more tactical with higher stakes compared to our other Multi-Team modes, and we’re excited to see what everything thinks this week. Check out Multi-Team Elimination in its own dedicated Featured Playlist this week, or jump into the Multi-Team Moshpit playlist to get the full 40-player experience.

The ‘80s Action Heroes event also brings the new Die Hardpoint mode to Multiplayer with an explosive twist! Capture Hardpoints to gain points for your team, and eliminate multiple enemies in the same life to earn up to five powerful buffs… but watch out once your timer starts ticking down! When it hits zero, you explode, so you’ll need to capture those Hardpoints and keep slaying to survive.

Capturing a Hardpoint grants a movement speed boost and sets your timer to 30 seconds. Go on kill-streaks to earn up to four additional buffs, including improved weapon handling, ADS speed, slide speed, and a larger explosion upon death (earned after a five-kill streak). Your timer extends with eliminations and Hardpoint captures, and the timer stays paused while on your team’s Hardpoint. The first team to reach 200 points, or the most points before time expires, wins!

Watch for Rambo’s Gun Game to launch next week, featuring an action-packed weapon progression of 20 high-powered weapons! Get more info on this upcoming mode and more at the Call of Duty blog.

The new 12v12 Moshpit also expands to even more 6v6 maps this week with Standoff, The Pines, and Moscow added to the rotation. If you’re looking for some chaos (and a great way to complete some challenges), you’ll want to spend some time in this one over the weekend. Who knows, there might even be some 2XP coming very soon…

In League Play, we’ve enabled the new match canceling feature to reduce the number of matches with lopsided teams. Starting this week, matches will be canceled if players disconnect before the start of the match or shortly after the match starts. The remaining players will not lose Ladder Points as a result. As always, we’ll continue to monitor match health in League Play and consider additional changes as necessary.

ZOMBIES

We’re bringing new content and features to every pillar of the Zombies experience this week, including round-based Zombies, Outbreak, Dead Ops Arcade, and Onslaught. As we mentioned in last week’s “What’s Next in Black Ops Cold War Zombies” blog, there’s a lot coming for Zombies fans over the span of the next season and beyond.

The ‘80s Action Heroes event brings the new Cranked 2: No Time to Crank mode to both “Firebase Z” and “Die Maschine” this week, with some new action movie-themed twists to the Cranked formula. It was awesome to see such a great community reaction to Cranked in Zombies (once we removed the Plaguehound rounds, that is…), and we’re excited to bring an even bigger and better version to our round-based maps.

In the sequel, all Mystery Box locations are active and now feature an explosive selection of weapons and Support, with higher frequency of Support in the Mystery Box this time around. All players start with the Knife, Zombies are now more likely to drop lethal explosive Equipment when killed, and Crafting Tables, Wall Buys, and the Main Quest are disabled. Of course, the number one rule hasn’t changed: keep killing zombies before you explode!

On Thursday, May 20th, the hunt is on as our first-ever Outbreak Main Quest kicks off across the globe at 10AM PT! We can’t wait to watch everyone uncover the steps for the first time, along with all the other new secrets to discover in the Ural Mountains, including the ability to go fishing for useful items. There’s also plenty of new Dark Aether story Documents, Audio Logs, Radio Transmissions, and Artifacts to add to your collection, and you’ll definitely want to keep an eye out for roaming Ordas…

Dead Ops Arcade 3 gets a new Silverback Slideways bonus map and a huge list of gameplay improvements and bug fixes with this update! We’re also bringing our 18th map to Onslaught with Standoff, along with the insane new “Mystery Munitions” limited-time mode and a new challenge to take on for an exclusive Weapon Blueprint.

We’re also bringing plenty of quality-of-life improvements, including Custom Mod Weapon Blueprint support, new Aetherium Crystal rewards for completing Main Quests, and new weapons added to the Mystery Box and Trial rewards! Check out the patch notes below for all the details on what’s new in Zombies this week, including Zombies-specific weapon tuning updates.

NEW WEAPON TUNING

This update brings two new rounds of weapon tuning to Black Ops Cold War: one for all modes, and one specific to Zombies. The first is a global tuning pass for all sniper rifles, assault rifles, LMGs, and pistols to help each weapon stand out on its own and play to its strengths. This includes adding a custom flinch effect to all snipers and individualizing ADS momentum for each sniper rifle. Read on below for developer commentary from the team on each of these updates.

The second round of weapon tuning raises the power of most of the Black Ops Cold War arsenal in Zombies to ensure each weapon is a viable choice in any situation. See below for details on the full list, and when in doubt… aim for the head.

Here’s what’s coming to Black Ops Cold War when our mid-season update goes live at 9PM PT May 19 / 12AM ET May 20 – for Warzone patch notes, please visit the blog at RavenSoftware.com.

Cold War Season 3 Reloaded Patch Notes

GLOBAL

Events

  • ‘80s Action Heroes
    • Two sets of nine challenges and rewards are available across Black Ops Cold War and Warzone during the ‘80s Action Heroes event starting May 20th.
    • Complete all nine Black Ops Cold War challenges to unlock a tactical rifle Weapon Blueprint, and complete all nine Warzone challenges to unlock a sniper rifle Weapon Blueprint.

General

  • Restored in-game Ping and Packet Loss meters.
  • Addressed an issue where Gestures would reset after closing the application.

Prestige Shop 

  • New Legacy content available:
    • 2 Legacy Black Ops Calling Cards available to all players with access to the Prestige Shop.
    • 3 Black Ops 3 Calling Cards and Black Ops 4 Calling Card and available at Season Level 50.
    • Animated Black Ops 3 Calling Card available at Season Level 100.

Combat Record

Addressed an issue where Hardcore matches were being counted as Core modes.

Weapon Tuning

  • All Sniper Rifles

In this update, we’re revising sniper rifles with two goals in mind:

  • To create more meaningful gameplay between sniper rifles and other weapon classes.
  • To better define the role of each sniper rifle to give them more individuality and specialization. 

To those ends, the following updates have been made:

Custom Flinch: We’ve created a sniper-specific flinch that moves the weapon aim while being hit. This flinch is more pronounced in ADS. Attachments that reduce flinch have been factored into this feature update.

ADS Momentum: ADS (Aim Down Sight) Momentum is now individualized for each sniper rifle. ADS Momentum is that feeling of weightiness as the weapon exits and re-enters ADS. You feel this when you rapidly exit and enter ADS, without fully returning fully to the hip position. Heavier sniper rifles will now feel weightier and re-acquire ADS slower accordingly. Please note that ADS Momentum is not used when entering ADS from the full hip-fire position.

As the next step in making each sniper rifle stand out even further in its own right, we’ve made the following changes across the weapon class. As always, we’re committed to evaluating and adjusting weapon stats as necessary once these updates are live based on game data and feedback.

LW3 – Tundra

This is the baseline of our sniper rifles. It is lenient enough in its one-hit kill capacity while being fast enough to scan the horizon and find new targets quickly. This weapon is meant to be geared for most players to play with and have fun experiencing what it’s like to be a sniper in Black Ops Cold War. The following changes better define the weapon’s role, providing more long-range accuracy and focusing less on short-range combat viability.

  • LW3 – Tundra
    • Increased Bullet Velocity from 550 to 580.
    • Reduced ADS-In Momentum from 0.2 to 0.233.
  • Attachments
    • Reduced Bullet Velocity bonus from 28.2” Extended Barrel attachment from 25% to 18%.
    • Reduced Bullet Velocity bonus from 29.1” Combat Recon Barrel attachment from 75% to 36%.
    • Reduced Bullet Velocity bonus from 28.2” Tiger Team Barrel attachment from 50% to 27%.
    • Reduced Flinch Resistance bonus from Dropshot Wrap Handle attachment from 50% to 33%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Increased Sprint to Fire Time penalty from SASR Jungle Grip Handle attachment from 12% to 15%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Increased Sprint to Fire Time penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

Pelington 703

The Pelington 703 is designed to be a quick-handling sniper rifle for players who enjoy constant movement and repositioning, trading off some one-hit kill potential for more speed. This weapon is geared for the kind of player who enjoys running into the middle of gun battles and advancing on important positions. The following changes reinforce the weapon’s role, shifting some ADS speed into a Sprint to Fire benefit, and using a slightly slower Bullet Velocity to keep gameplay at closer ranges.

  • Pelington 703
    • Increased Sprint to Fire speed from 0.45 to 0.433.
    • Reduced Bullet Velocity from 500 to 478.
    • Increased Aim Down Sight Time from 0.55 to 0.583.
  • Attachments
    • Reduced Bullet Velocity bonus from 25” Extended Barrel attachment from 25% to 17%.
    • Reduced Bullet Velocity bonus from 27.2” Combat Recon Barrel attachment from 75% to 43%.
    • Reduced Bullet Velocity bonus from 26.5” Tiger Team Barrel attachment from 50% to 30%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

Sniper Rifle Charlie (Semi-Auto)

With the recent release of the ZRG 20mm and the popularity of the LW3 – Tundra, there existed an untapped space between those two weapons. To fill that position, our semi-auto sniper rifle has been given some new upgrades. Leaning into the lethality of a .50 Cal round, the weapon is now much more powerful, with the trade-off of being slower to fire successive shots. As a semi-automatic weapon without any rechamber, it is still quite fast and works well for holding down a position.

  • Sniper Rifle Charlie
    • Increased one-hit kill potential to include the mid-torso.
    • Increased Aim Down Sight speed from 0.7 to 0.666.
    • Increased ADS-Out Momentum from 0.2 to 0.183.
    • Reduced ADS-In Momentum from 0.2 to 0.25.
    • Reduced firing speed from 0.333 to 0.833.
  • Attachments
    • Reduced Bullet Velocity bonus from 22.2” Extended Barrel attachment from 25% to 13%.
    • Increased Fire Rate bonus from 20.6” Rapid Fire Barrel attachment from 11% to 12%.
    • Reduced Bullet Velocity bonus from 22.6” Combat Recon Barrel attachment from 75% to 26%.
    • Reduced Bullet Velocity bonus from 22.6” Tiger Team Barrel attachment from 50% to 20%.
    • Increased Fire Rate bonus from 22.6” Tiger Team Barrel attachment from 18% to 24%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 15%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

ZRG 20mm

This is the most lethal sniper rifle in Black Ops Cold War, and it ravages vehicles and Scorestreaks. This power comes at a price, as this weapon is slower with less available ammo. Players who prioritize map knowledge, common enemy movements, and destroying enemy Scorestreaks will excel with the ZRG 20mm. Strategy over tactics. To that end, this weapon must be slower to wield compared to the rest of the sniper rifle class.

  • ZRG 20mm
    • Reduced Aim Down Sight speed from 0.65 to 0.683.
    • Reduced Bullet Velocity from 925 to 923.
    • Increased ADS-Out Momentum from 0.2 to 0.183.
    • Reduced ADS-In Momentum from 0.2 to 0.283.
    • Custom Vehicle Damage: The “anti-material” property of this weapon deals extra damage to every vehicle and Scorestreak. Due to the sheer number of vehicles and Scorestreaks to choose from in Black Ops Cold War, this damage is displayed in-game as a range (i.e. 1100 – 2200). Generally speaking, the larger a vehicle or Scorestreak is, the more damage this weapon will deal to it.
  • Attachments
    • Reduced Bullet Velocity bonus from 41.9” Extended Barrel attachment from 25% to 10%.
    • Reduced Bullet Velocity bonus from 43.9” Combat Recon Barrel attachment from 75% to 20%.
    • Reduced Bullet Velocity bonus from 42.7” Sigma Special Barrel attachment from 67% to 16%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 18%.
    • Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%.
    • Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 20%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

Swiss K31

With its low recoil, fast rechamber, and speedy handling, this weapon is ideal for quickly eliminating multiple enemy targets. Players with an eagle eye and nerves of steel will be able to down more enemies with this weapon than with any other sniper rifle. For those who aren’t as skilled at nailing their headshots every time, the Swiss K31 can perform much like a tactical rifle. The changes made here further index on this skill aspect, with the benefit of less sniper flinch. 

  • Swiss K31
    • 25% less Flinch than other sniper rifles.
    • Reduced Bullet Velocity from 700 to 684.
  • Attachments
    • Reduced Bullet Velocity bonus from 24.9” Extended Barrel attachment from 25% to 16%.
    • Reduced Bullet Velocity bonus from 24.9” Combat Recon Barrel attachment from 75% to 31%.
    • Reduced Bullet Velocity bonus from 24.9” Tiger Team Barrel attachment from 50% to 23%.
    • Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%.
    • Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%.
    • Reduced Sprint to Fire penalty from SASR Jungle Grip handle attachment from 12% to 11%.
    • Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

All Assault Rifles

We’ve improved bullet velocities across the board (with one exception) to allow assault rifles more innate long-distance advantage over submachine guns. The FFAR 1 has its Bullet Velocity reduced in exchange for an increase to its max damage.

We have also standardized headshot modifiers on assault rifles with this update. Assault rifles that have 5.56 ammo have a 1.4x headshot modifier, while those that use 7.62 ammo have a 1.25x modifier. In general, assault rifles that use 7.62 ammo deal higher damage already. The number of hits required to kill remain the same, except for the FFAR 1, which requires fewer hits to kill if the player scores a headshot.

  • Krig 6
    • Increased Bullet Velocity from 625 to 686.
    • Increased Bullet Velocity bonus from 19.7” Ranger Barrel attachment from 100% to 126%.
    • Reduced Bullet Velocity penalty from 15.5” Contour Barrel attachment from 25% to 12%.
  • AK-47
    • Increased Bullet Velocity from 490 to 702.
  • FFAR 1
    • Increased maximum damage from 27 to 28.
    • Reduced Bullet Velocity from 705 to 629.
  • Groza
    • Reduced headshot multiplier from 1.4x to 1.25x.
    • Increased Bullet Velocity from 650 to 660.
  • QBZ-83
    • Increased Bullet Velocity from 625 to 671.
  • FARA 83
    • Increased headshot multiplier from 1.25x to 1.4x.
    • Increased Bullet Velocity from 675 to 729.
    • Reduced maximum damage from 31 to 30.
    • Reduced minimum damage from 28 to 27.
    • Reduced Bullet Velocity penalty from 17.5” Contour Barrel attachment from 25% to 18%.
  • XM4
    • Increased Bullet Velocity from 550 to 657.

All Light Machine Guns

We’ve refactored Bullet Velocity to give LMGs more inherent power with less reliance on the Task Force Barrel attachment. These changes provide more value to the rest of the Barrel attachments, while the Task Force Barrel remains a solid choice for boosting Bullet Velocity.

  • Light Machine Gun Alpha
    • Increased Bullet Velocity from 675 to 714.
    • Reduced Bullet Velocity bonus from 21.8” Task Force Barrel attachment from 100% to 41%.
  • RPD
    • Increased Bullet Velocity from 475 to 684.
    • Reduced Bullet Velocity bonus from 20.3” Task Force Barrel attachment from 100% to 44%.
  • M60
    • Increased Bullet Velocity from 600 to 791.
    • Reduced Bullet Velocity bonus from 22.8” Task Force Barrel attachment from 100% to 39%.

All Pistols

Pistols have received minor adjustments to Bullet Velocity. These changes better fit each pistol by pushing their “hitscan” range to the edge of their most-used engagement distances.

  • 1911
    • Increased Bullet Velocity from 200 to 206.
  • Magnum
    • Increased Bullet Velocity from 300 to 313.
  • Pistol Charlie (Burst Fire)
    • Increased Bullet Velocity from 250 to 257.

Special Weapons

  • R1 Shadowhunter
    • Added Sniper Flinch.

MULTIPLAYER

Maps

  • Standoff [NEW]
    • Added Standoff to the 6v6 map rotation.
  • Duga [NEW]
    • Added Duga to the Multi-Team map rotation.
  • Raid
    • Addressed a spawn issue that could drop the player to the ground when respawning.
  • Garrison
    • Addressed an issue that could cause a player to fall through geometry inside of the main tank facility.
  • Crossroads
    • Crossroads added back to rotation for Combined Arms and VIP Escort.

Modes

  • Die Hardpoint [NEW]
    • Die Hardpoint added to Featured Playlists.
    • Capture Hardpoints to gain points for your team. Eliminate multiple enemies in the same life to earn up to five powerful buffs throughout the match.
    • Capturing a Hardpoint grants a movement speed boost and sets your timer to 30 seconds. When the timer reaches zero, you explode. Extend the timer by earning eliminations and capturing Hardpoints.
    • The timer is paused while on your team’s Hardpoint, and kills add 15 seconds to your timer up to a max of 30 seconds.
    • Successive kills grant up to four additional buffs: improved weapon handling, ADS speed, slide speed, and a larger explosion upon death (granted after a five-kill streak.)
    • The first team to reach 200 points, or the most points before time expires, wins.
  • Multi-Team Elimination [NEW]
    • New last-team-standing mode added to Multi-Team.
    • Ten teams of four fight to survive expanding radiation zones. Redeploys are limited and loadouts are restricted. Teams must scavenge for weapons, Scorestreaks, Armor, and other items.
    • The last team standing, or the first squad to board the exfil chopper in the final safe zone, wins.
  • 12v12 Moshpit
    • Standoff, The Pines, and Moscow added to map rotation.
  • Search & Destroy
    • Bomb site letters on Raid have been swapped to match Control. Driveway bomb site is now A and pool bomb site is now B. Update your callouts accordingly.
  • Control
    • Default Overtime rules now use Objectives to determine the team on Defense.

Featured Playlists

  • Die Hardpoint [NEW]
  • Standoff 24/7 [NEW] (also available in Hardcore via Quick Play)
  • Multi-Team Elimination [NEW]
  • 12v12 Moshpit (also available in Hardcore via Quick Play)
  • Nuketown 24/7 (also available in Hardcore via Quick Play)
  • Gunfight
  • Party Games
  • Multi-Team Moshpit

Scorestreaks

  • Care Package
    • Slightly increased odds for higher Scorestreaks from Care Package.
    • Destroyed Care Package choppers now still drop the Care Package.
  • Counter Spy Plane
    • Reduced Counter Spy Plane duration from 30 to 20 seconds.
  • Armor
    • Reduced Armor cooldown from 120 to 60 seconds.
  • Sentry
    • Increased the number of grenade hits to kill a Sentry from 1 to 2.
  • Attack Helicopter
    • Reduced Attack Helicopter cost from 4500 to 3800.
  • VTOL Escort
    • Reduced VTOL Escort cost from 6500 to 6200.

Equipment

  • Molotov
    • Increased Molotov initial direct hit damage from 40 to 75.
    • Increased Molotov damage over time from 16 to 20.

Field Upgrades

  • Gas Mine
    • Increased Gas Mine damage over time from 15 to 25.
    • Increased Gas Mine area of effect duration from 16 to 18 seconds.
    • Reduced Gas Mine damage interval from 0.2 to 0.4 seconds.
    • The intention of this change is to give players a better chance at escaping a Gas Mine before dying.

Movement

  • Addressed an issue that would cause the camera transition from slide to stand to be delayed.
    • With this change, the time it takes to crouch has been increased by 20ms and now aligns with the delay before a subsequent stance change between crouch and stand can be performed. This change should also resolve reported camera pops for a small set of players when performing a stance change.

UI

  • Weapon Mastery badges will now be shown in the Best Play and Killcam.

LEAGUE PLAY

  • Match Canceling
    • Matches will now be canceled if players disconnect before the start of the match or shortly after the match starts. Remaining players will not lose Ladder Points.

ZOMBIES

Round-Based Modes

  • Cranked 2: No Time to Crank
    • A new variant of Cranked comes to “Firebase Z” and “Die Maschine.”
    • All Mystery Box locations are active, and Mystery Boxes now feature action movie-inspired weapons and Support. Frequency of Support in the Mystery Box is increased.
    • All players start with the Knife.
    • Zombies are more likely to drop lethal explosive Equipment when killed (Semtex, Frags, and Monkey Bombs).
    • Keep killing zombies to add time to the Cranked Timer before you explode!
    • Crafting Table, Wall Buys, and Main Quest are disabled.

Outbreak

  • New Content
    • New Main Quest available in Outbreak starting at 10 AM PT on May 20.
    • Added Orda Encounter World Event to Outbreak.
    • Added Fishing to Outbreak. Look for fishing poles scattered throughout the Ural Mountains and reel in some items.
    • Added new Intel Documents, Audio Logs, Radio Transmissions, and Artifacts to discover.
  • Gameplay
    • Tuned Tempest to reduce chest weak point health and mitigate damage.
    • Tuned Krasny Soldat so its jetpack requires less damage to destroy.
    • Reduced the number of Tempest enemies spawning in the Duga region.
    • Addressed various zombie pathing issues in Ruka and Duga regions.
    • Addressed an issue where players were unable to ping Peck’s ID Badge.
    • Closed an exploit related to activating the Chopper Gunner when going through a Phase Wall Tear.
    • Closed an exploit where players could escape the Holdout Objective in the Duga region.
  • World Events
    • Increased the Fury Crystal event timer.
    • Addressed an issue where the Demented Echo’s health would continue to scale while progressing Regions.
  • Objectives
    • Addressed an issue where all zombie kills in one of the Holdout Objectives in Golova were awarding XP for barricade kills.
  • UI
    • Added the ability to Ping the overhead map using the free cursor.
  • Stability
    • Addressed a stability issue related to vehicles.

Dead Ops Arcade 3

  • Gameplay
    • Added new rare item spawns to the Dark Crypt bonus room (Key, Divine Shield Potion).
    • Addressed an issue where players could not join on their friends during a game in progress.
    • Players rejoining a match in progress will now have their Fates restored upon rejoin.
    • Addressed an issue where split-screen players could get a “Game Over” condition after defeating the Mamaback.
    • Addressed an issue with the Fated Chicken keeping a higher weapon than expected if the player dropped a picked-up weapon.
    • Addressed an issue with missing announcer audio for the “Spectral Hounds of Dark Wood” Challenge Round.
  • Bonus Areas
    • New Silverback Slideways bonus map added to rotation.
    • Addressed an issue with XP being awarded in Silverback Slideways maps when a player chose to exit the bonus room.
    • Addressed an issue with Chickens not spinning out when player dies in Silverback Slideways maps.
    • Addressed an issue where player weapons were not removed upon death in Silverback Slideways maps.
    • Addressed an issue where certain bonus rooms were taking too much time to initialize.
  • Enemies
    • Bosses will no longer target player clones.
    • Adjusted the frequency of Ghost teleporting behavior.
    • Meatballs should no longer inflict near full damage while in First-Person mode.
    • Players in vehicles will be now deprioritized in target preference by the Mamaback.
    • Addressed an issue where zombies would not retarget a player under certain conditions.
    • Addressed an issue where the Margwa could stay alive up to 1 second after its HP reached 0.
    • Addressed an issue where Nova Crawlers were not present in the game when playing Solo Advanced Start mode.
    • Addressed an issue where the Megaton could potentially stay alive and rag-doll unintentionally.
    • Addressed an issue where various shield items were not working properly against some enemy types.
    • Addressed an issue where Room of Judgment bosses were not being killed on event failure, which could lead to additional unintentional player deaths.
    • Addressed an issue where enemies performing traversals would not register the time slowdown effect from a Clock pickup.
  • Challenges
    • Addressed an issue with the “Full Arsenal” Calling Card challenge not completing properly.
  • UI
    • Addressed an issue with the in-game scoreboard wrapping when kills exceeded 65,535 kills. The scoreboard wrap will now only occur past the 1,000,000 mark.

Onslaught (PlayStation)

  • Maps
    • Standoff added to map rotation with new Intel.
    • Crossroads added back to rotation.
  • Modes
    • “Onslaught Mystery Munitions” limited-time mode added to Onslaught.
    • Start with a random weapon. With every Surge, your weapon is replaced with another random weapon that scales up with the difficulty. Access Ammo Mods and Pack-a-Punch upgrades to keep growing in power as the difficulty increases.
  • Challenges
    • New challenge with exclusive Weapon Blueprint reward available.

Progression

  • Completing a Main Quest will now reward players with bonus Aetherium Crystals equivalent to that of the last available Exfil.

Gameplay

  • Maximum health caps for almost all enemy types have been raised to provide more challenge above Round 40.
  • Closed an exploit that allowed players to become invulnerable when using Jump Pads while in Tombstone Shadow Form.

Mystery Box

  • Additional weapons can now be obtained from the Mystery Box:
    • Groza assault rifle
    • MAC-10 SMG
    • Streetsweeper shotgun
    • FARA 83 assault rifle
    • LC10 SMG
    • R1 Shadowhunter crossbow
    • ZRG 20mm sniper rifle
    • Sledgehammer melee weapon
    • Wakizashi melee weapon
    • Machete melee weapon
    • E-Tool melee weapon

Trials

  • Additional weapons from can now be obtained as possible rewards (see above).
  • Removed the Trial that required taking damage and healing.

Field Upgrades

  • All Field Upgrades now activate faster instead of waiting on the W.A.N.D. animation.
  • Addressed an issue where activating Healing Aura could reset another player’s Field Upgrade progress bar.

Support

  • Doubled ammo capacity of the Combat Bow in Zombies.
  • Self Revive cost now increases by 50 High Grade Salvage every time it is crafted.

Perks

  • Addressed an issue where Deadshot Daiquiri was not being properly applied to the R1 Shadowhunter.

Challenges

  • Updated the “Monkeyshines” Daily Challenge to describe the requirements more accurately.

Weapons

  • Custom Mods
    • Added Custom Mod Blueprint support to the “Apply Blueprint” feature.
  • Ballistic Knife
    • Projectiles from the Ballistic Knife can now destroy Dark Aether Crystals.
    • Addressed an issue where some camos were appearing as unlocked early for the Ballistic Knife.
  • R1 Shadowhunter
    • Projectiles from the R1 Shadowhunter can now destroy Dark Aether Crystals.
  • ZRG 20mm
    • Addressed an issue where the ZRG 20mm lacked bullet penetration after being upgraded via Pack-a-Punch.
  • Weapon Camos
    • Addressed an issue where Pack-a-Punch camo wasn’t appearing on Weapon Blueprints.

Zombies Weapon Tuning

We’ve increased the power of most weapons through higher critical damage multipliers (generally from 2.8X up to 4.5X) to make killing zombies feel even satisfying by rewarding players for skillful shooting. Some weapons have also received additional adjustments to their Pack-a-Punched versions with respect to magazine size, stock ammo, and damage.

This update generally brings up the power levels of the Black Ops Cold War arsenal in Zombies to ensure every weapon is a viable option in round-based Zombies maps, Outbreak, and Onslaught.

Note: Damage and critical location hit multiplier tuning below is unique to Zombies and is not inherited from the global weapon tuning changes also included in this update.

  • Assault Rifles
    • XM4
      • Increased critical damage multiplier from 2.8 to 4.4.
      • Xeno Matter 4000 (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.4.
        • Increased max damage from 62 to 67.
    • AK-47
      • Increased critical damage multiplier from 2.8 to 4.2.
      • Rasputin’s Retribution (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.2.
        • Increased max damage from 78 to 85.
    • Krig 6
      • Increased critical damage multiplier from 2.8 to 4.2.
      • Blitzkrig 99 (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.2.
        • Increased max damage from 70 to 71.
        • Increased stock ammo from 420 to 480.
    • QBZ-83
      • Increased critical damage multiplier from 2.8 to 4.2.
      • Yaoguai (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.2.
        • Increased max damage from 63 to 69.
    • FFAR 1
      • Increased critical damage multiplier from 2.8 to 4.5.
      • Increased ammo capacity from 25 to 40.
      • Increased stock ammo from 250 to 280.
      • Winnower (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.5.
        • Increased ammo capacity from 50 to 100.
        • Increased max damage from 53 to 59.
        • Increased stock ammo from 350 to 500.
    • Groza
      • Increased critical damage multiplier from 2.8 to 4.2.
      • Tugarin (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.2.
        • Increased max damage from 68 to 76.
        • Increased ammo capacity from 60 to 64.
    • FARA 83
      • Increased critical damage multiplier from 2.8 to 4.5.
      • Neara 51 (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.5.
        • Increased max damage from 62 to 72.
        • Increased ammo capacity from 90 to 50.
        • Increased stock ammo from 450 to 500.
  • SMGs
    • Submachine Gun Alpha
      • Increased critical damage multiplier from 2.8 to 3.8.
      • Mystic Pony Express (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 3.8.
        • Increased max damage from 69 to 73.
        • Decreased ammo capacity from 75 to 72.
        • Decreased stock ammo from 525 to 504.
    • AK-74u
      • Increased critical damage multiplier from 2.8 to 3.8.
      • AK-74NOFU (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 3.8.
        • Increased max damage from 80 to 84.
    • Milano 821
      • Increased critical damage multiplier from 2.8 to 3.8.
      • Succubus Stinger (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 3.8.
        • Increased max damage from 88 to 93.
    • Bullfrog
      • Increased critical damage multiplier from 2.8 to 3.8.
      • High Anxiety (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 3.8.
        • Increased max damage from 72 to 76.
    • KSP 45
      • Increased critical damage multiplier from 2.8 to 3.8.
      • Herald of Woe (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 3.8.
        • Increased max damage from 105 to 110.
    • MAC-10
      • Increased critical damage multiplier from 2.8 to 4.0.
      • Royale with Lead (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.0.
        • Increased max damage from 57 to 68.
        • Increased ammo capacity from 60 to 80.
        • Increased stock ammo from 420 to 480.
    • LC10
      • Increased critical damage multiplier from 2.8 to 3.8.
      • Cnidoblaster (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 3.8.
        • Increased max damage from 63 to 70.
    • PPSh-41
      • Increased critical damage multiplier from 2.8 to 4.2.
      • Grisly Reaper (Pack-A-Punched)
        • Increased critical damage multiplier from 2.8 to 4.2.
        • Increased max damage from 59 to 66.
        • Increased ammo capacity from 80 to 100.
        • Increased stock ammo from 480 to 500.
  • Tactical Rifles
    • Type 63
      • Increased critical damage multiplier from 2.5 to 4.2.
      • Hell Vetica (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.2.
    • M16
      • Increased critical damage multiplier from 2.5 to 4.2.
      • Skullsplitter (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.2.
    • Tactical Rifle Charlie
      • Increased critical damage multiplier from 2.5 to 4.2.
      • Pack-A-Punched version:
        • Increased critical damage multiplier from 2.5 to 4.2.
    • DMR14
      • Increased critical damage multiplier from 2.5 to 4.2.
      • Demolisher K14 (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.2.
    • CARV.2
      • Increased critical damage multiplier from 2.5 to 4.2.
      • Carv-o-Matic (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.2.
  • Light Machine Guns
    • Light Machine Gun Alpha
      • Increased critical damage multiplier from 2.5 to 4.0.
      • Psychotropic Thunder (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.0.
        • Increased stock ammo from 360 to 440.
        • Decreased ammo capacity from 120 to 110.
        • Decreased max damage from 82 to 80.
    • RPD
      • Increased critical damage multiplier from 2.5 to 4.0.
      • Ruinous Pain Distributor (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.0.
        • Increased max damage from 76 to 84.
    • M60
      • Increased critical damage multiplier from 2.5 to 4.0.
      • Slow Burn (Pack-A-Punched)
        • Increased critical damage multiplier from 2.5 to 4.0.
        • Increased ammo capacity from 150 to 90.
        • Increased stock ammo from 300 to 360.
        • Decreased max damage from 103 to 100.
  • Sniper Rifles
    • Swiss K31
      • Increased max damage from 150 to 175.
      • Increased min damage from 110 to 140.
      • Decreased stock ammo from 48 to 42.
      • Swiss KH3353 (Pack-A-Punched)
        • Increased max damage from 300 to 350.
        • Increased min damage from 220 to 280.
        • Increased stock ammo from 150 to 125.
    • Sniper Rifle Charlie (Semi-Auto)
      • Increased critical damage multiplier from 4.0 to 5.5.
      • Increased max damage from 110 to 150.
      • Anathema (Pack-A-Punched)
        • Increased critical damage multiplier from 4.0 to 5.5.
        • Increased max damage from 226 to 300.
        • Increased stock ammo from 100 to 120.
    • Pelington 703
      • Pellegrino Della Morte (Pack-A-Punched)
        • Decreased stock ammo from 98 to 84.
    • LW3 – Tundra
      • Decreased max damage from 325 to 300.
      • Permafrost (Pack-A-Punched)
        • Decreased ammo capacity from 14 to 10.
        • Decreased stock ammo from 98 to 70.
    • ZRG 20mm
      • Head Cannon (Pack-A-Punched)
        • Decreased stock ammo from 72 to 64.
  • Pistols
    • 1911
      • Increased critical damage multiplier from 4.0 to 4.2.
      • Pain (Pack-A-Punched)
        • Increased critical damage multiplier from 4.0 to 4.2.
        • Increased stock ammo from 300 to 330.
    • Magnum
      • Private Eye (Pack-A-Punched)
        • Decreased stock ammo from 288 to 264.
    • Pistol Charlie
      • Increased critical damage multiplier from 3.5 to 4.5.
      • Die-a-Lotti (Pack-A-Punched)
        • Increased critical damage multiplier from 3.5 to 4.5.
        • Increased max damage from 66 to 73.
        • Increased stock ammo from 330 to 420.
  • Shotguns
    • Hauer 77
      • Added mid-range damage of 56.
      • Increased min damage from 42 to 48.
      • Decreased stock ammo from 90 to 60.
      • Orion 777 (Pack-A-Punched)
        • Added mid-range damage of 112.
        • Decreased ammo capacity from 12 to 10.
        • Decreased stock ammo from 96 to 60.
    • Shotgun Bravo
      • Increased max multi-shot base damage from 40 to 45.
      • H-NGM-N (Pack-A-Punched)
        • Decreased ammo capacity from 16 to 15.
        • Decreased stock ammo from 112 to 75.
    • Streetsweeper
      • Road Rage (Pack-A-Punched)
        • Increased stock ammo from 120 to 180.
  • Launchers
    • Launcher Alpha
      • OMEGA 3FA (Pack-A-Punched)
        • Increased stock ammo from 10 to 15.
    • RPG-7
      • CRIT-D20 (Pack-A-Punched)
        • Increased stock ammo from 15 to 20.
  • Specials
    • M79
      • Matter Dismantler (Pack-A-Punched)
        • Increased stock ammo from 45 to 90.
  • Wonder Weapons
    • Ray Gun
      • Decreased stock ammo from 80 to 60.
      • Porter’s X2 Ray Gun (Pack-A-Punched)
        • Increased ammo capacity from 20 to 30.
        • Increased stock ammo from 80 to 90.
        • Decreased min radius damage from 800 to 700.

Playlists

  • 20 Round
    • Disabled ability to Exfil early on 20 Round playlists.

Featured Playlists

  • Outbreak
  • Firebase Z
  • Die Maschine
  • Dead Ops Arcade: First Person
  • Dead Ops Arcade
  • Onslaught (PlayStation)
  • Onslaught Mystery Munitions (PlayStation) [NEW]
  • Onslaught Standoff (PlayStation) [NEW]

SOURCE: Treyarch

Call of Duty

CoD Points price: How to buy, spend & do they carry over

CoD Points are the official currency of Call of Duty. Check out CoD Point prices, where to buy them, and whether they transfer between games.

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Activision’s in-game currency lets players purchase cosmetics for their characters, and we’ve got everything you need to know about CoD Points prices, how to buy them, and all the items you can spend them on.

Call of Duty offers a huge palette of extra goodies you can add to your game, requiring players to spend their own currency named CoD Points to acquire them.

CoD Points can be purchased in-game using the menu systems in games like Vanguard or Warzone or through console marketplaces like the PS Store or Xbox Marketplace.

The gaming landscape has changed over the years with the incorporation of microtransactions and live-gaming services. Many games offer extra content – with cosmetics being a big proponent of this. With Vanguard and Warzone offering special Attack on Titan and Christmas skins as well as unique weapon Blueprints for popular weapons, it becomes easy to see why players would want to spend CoD Points.

CoD Points Vanguard

CoD Points prices

There are different amounts and bundles you can opt for when buying CoD Points that are tailored to different needs.

Some players just need to top up their account with a few hundred points to get the latest bundle. Whereas others need a big restock with the intention of spending many points. The more points you want, the bigger the discounts grow.

Here are the different prices for the various CoD Points bundles:

  • 200 CoD Points: $1.99 / £1.79
  • 500 CoD Points: $4.99 / £4.31
  • 1,000 (+100 Bonus) CoD Points: $9.99 / £8.49
  • 2,000 (+400 Bonus) CoD Points: $19.99 / £16.79
  • 4,000 (+1,000 Bonus) CoD Points: $39.99 / £34.99
  • 7,000 (+2,500 Bonus) CoD Points: $74.99 / £69.99
  • 10,000 (+3,000 Bonus) CoD Points: $99.99 / £84.99
  • 15,000 (+6,000 Bonus) CoD Points: $149.99 / £123.99
cod points coins

How to buy COD Points

You can be very flexible with how you buy COD Points as there are a few different ways to do so. To make sure you’re buying them for the right platform, just double-check with our guide on transferring COD Points across platforms.

There are four ways you can buy COD Points:

  • PC players can purchase CoD Points on the Battle.net website
  • PS4 & PS5 players can purchase CoD Points in the PS Store on their console, or on the PlayStation website
  • Xbox Series X, Series S, or One players can buy CoD Points on the Xbox Marketplace on their console, or the official Microsoft Store website
  • Select physical retailers stock vouchers and gift cards with a code that players can redeem for CoD Points.

Where to spend CoD Points

Spending your CoD Points is incredibly easy, with players able to purchase cosmetic bundles and Blueprints in the in-game store.

The stores are available in Vanguard, Warzone, Black Ops Cold War, and Modern Warfare, so you can kit out your character regardless of your preferred title.

Vanguard and Warzone Pacific Curse of the Ancients bundle

Do CoD Points carry over across games?

The good news is that your CoD Points will transfer across your Call of Duty games, as they are linked to your Activision account.

Players who still have CoD Points in their account from Black Ops Cold War don’t need to worry, as they will automatically be in your account when turning to Vanguard.

What can I buy with COD Points?

Call of Duty’s currency is used to primarily buy two things: the Battle Pass for the current season and Bundles containing a variety of items.

Battle Pass

Vanguard Season 1 Battle Pass

A Battle Pass is a paid Tier system that allows regular players to earn dozens of extra rewards and cosmetics for essentially playing the game.

Vanguard and Warzone Pacific are currently in Season 1 at the moment. Both titles are currently running in tandem with each other and share the same Battle Pass.

It features 100 Tiers for players to smash their way through the course of Season 1, and if players are committed enough, they can actually earn enough CoD Points, through leveling up the pass, to get the next one for free.

You can buy the Vanguard & Warzone Season 1 Battle Pass via a couple of different methods:

Bundles

Attack on Titan bundle CoD

The other main content you can buy is a wide range of Bundles and Operator Bundles. These special bundles vary in price, and each comes with its own unique items.

The collectibles you can expect to find are Calling Cards, Emblems, Operator Skins, Weapon Blueprints, Weapon Charms, and more.

Also, check out when Vanguard Season 2 and Warzone Pacific Season 2 are set to begin.

Image credits: Activision / Sledgehammer Games / Raven Software

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Call of Duty: Black Ops Cold War

Season 1 Vanguard update set to sync progression from Call of Duty: Black Ops Cold War

Treyarch’s latest announcement has detailed how Black Ops Cold War progression will sync to Vanguard with upcoming update.

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Black Ops Cold War update Vanguard

As season 6 of Black Ops Cold War comes to a close, the devs have announced that an update will allow progress earned in last year’s title to sync to Vanguard.

Call of Duty players have just received confirmation that playing previous Call of Duty titles will work toward progressing in Vanguard. A new update is set to hit Black Ops Cold War on December 6th in preparation for the massive launch of Vanguard Season 1 on December 8.

The patch notes detail synchronized progression with Vanguard as well as new Prestige Levels and rewards, Season Challenge unlocks for the past six seasons, new Prestige Shop content, and weapon balancing.

Black Ops cold war zombies

Black Ops Cold War fans will be happy to hear that the game is going to continue to receive updates alongside Call of Duty: Vanguard. The latest announcement from Treyarch shares plenty of info concerning shared progression across Call of Duty titles.

Players will enjoy synced progression from each of Modern Warfare, Black Ops Cold War, and Warzone toward Vanguard. This may seem complicated but it just means that playing any of the three titles mentioned above will earn progression for Vanguard.

Synced progression entails unlocking Military Rank, weapons, Equipment, and Killstreaks. In addition, there will be a ton of interesting details such as allowing players to showcase their lifetime Prestige number earned across past titles.

Some changes will go live on December 6 while the rest will occur on December 8.

Patch Notes

Progression

  • Synchronized Military Ranks and Prestige Levels
    • Military Rank and Prestige Level progression will be synchronized with Vanguard at the launch of Season One.
    • All players will begin the season at the Military Rank or Prestige Level they have currently reached in Vanguard, or Military Rank 1 if they have not played Vanguard yet.
    • Players can progress Vanguard Military Ranks in Black Ops Cold WarWarzone, and Modern Warfare to unlock weapons, Equipment, Killstreaks, and other content for use in Vanguard and Warzone.
  • Prestige Rewards
    • Complete Military Ranks 1-55 to start a new Prestige journey, with new Prestige Levels to unlock across Black Ops Cold WarVanguardWarzone, and Modern Warfare.
    • In Season One, players can earn up to Prestige 7 as they progress their Season Level. Four additional Prestige Levels will be added per season.
    • Each Prestige Level awards a Prestige Key, Tier Skip, Emblem, and Sticker in Black Ops Cold War.
    • Reach Season Level 50 in Season One to unlock the exclusive “Duck Hunt” Weapon Blueprint for use in Vanguard and Warzone.
  • Lifetime Prestige
    • Lifetime Prestige display added to Black Ops Cold War and Warzone at the start of Vanguard Season One that display the total number of Prestige Levels earned across previous seasons and in Vanguard.
  • Prestige Master Ribbons
    • Players can now continue their Black Ops Cold War Prestige Master Ribbon progression. Each season, a new Prestige Master Ribbon will be added to the current six Black Ops Cold War Prestige Master Ribbons.
    • Players can progress their Prestige Master Ribbons in Black Ops Cold WarVanguardWarzone, and Modern Warfare by reaching Prestige Master at Season Level 200.
    • Players can now catch up on missed Prestige Master Ribbons each time they earn 200 Season Levels in a season. For example, reaching Season Level 400 will award two Prestige Master Ribbons, if available.

Prestige Shop

  • Black Ops Cold War Prestige Icons will be unlocked and available in the Prestige Shop for anyone who earned them in previous seasons.
  • Players can now equip any acquired Prestige Icon (1-27) as long as they’ve reached Prestige Master at least once in a current or previous season.
  • Players do not need to currently be Prestige Master to access Custom Prestige Icons in the Prestige Shop.
  • Equipped Prestige Icons will no longer be reset at the start of each season.

Season Challenges

  • All previous Black Ops Cold War Season Challenges will be revealed and can be progressed by players who hadn’t revealed them over the course of previous seasons. Legacy Season Challenges can continue to be progressed in Black Ops Cold War.
  • Starting with Season One, players can access and progress new Multiplayer Season Challenges in Vanguard and Warzone, as well as Zombies Season Challenges in Vanguard.

Weapon Unlock Challenges

  • .410 Ironhide
    • Weapon unlock challenge added to Multiplayer and Zombies for the .410 Ironhide Shotgun.
  • Grav
    • Weapon unlock challenge added to Multiplayer and Zombies for the Grav Assault Rifle.

Weapon Tuning (Dec. 6)

  • Marshal
    • Damage
      • Reduced Damage Range from 3.81m to 3.68m.
      • Increased Damage drop-off when fired beyond 3.68m.
    • Dragon’s Breath Attachment
      • Now has a -5% effect on Fire Rate.
      • Increased Damage Range penalty from -25% to -35%.
      • Reduced Damage bonus from +17% to +16%.
    • 12.1″ Extended Barrel
      • Reduced Damage Range bonus from +20% to +15%.

Lobby

  • Updated Lobby theming in Multiplayer and Zombies.

Zombies (Dec 6)

Forsaken

  • Closed an exploit during the Main Quest boss fight.
  • Added “Not Enough Essence” prompt to the Arcade Token dispenser when the player does not have enough Essence to purchase a token.

Mauer der Toten

  • Addressed an issue where a texture was not appearing correctly after melting the door during the Main Quest.

Outbreak

  • Enemies killed by Brain Rot zombies will now contribute toward the Dragon Relic World Event.

Onslaught

  • Added Onslaught Containment and Onslaught Deprogram to offline Local play.

Stability

  • Fixed stability issues related to the Arsenal.

That covers everything from the upcoming Black Ops Cold War update. If you’re enjoying Vanguard, be sure to check out how this update impacts your gaming experience on December 8.

For more Vanguard content, check out why Zombies players are disappointed with Vanguard.

Image Credit: Activision / Sledgehammer Games / Treyarch

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Call of Duty: Black Ops Cold War

Will you be able to use Cold War and Modern Warfare weapons in Warzone Pacific?

Our quick and easy guide will answer the question of whether or not players can use Cold War and Modern Warfare guns in Warzone Pacific.

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vanguard operators in combat in warzone pacific

One question on everyone’s mind ahead of Warzone Pacific’s Caldera map is whether or not you’ll be able to use Modern Warfare and Black Ops Cold War’s guns in it. We will answer that for you today.

Call of Duty: Warzone already has a ridiculously bloated arsenal of weapons for players to choose from. With over 100 guns to select as of Warzone Season 6, the transition into Warzone Pacific and the new Caldera map will see all of Vanguard’s guns added.

However, this begs the question for many players, will the new map and addition of nearly 40 Vanguard weapons mean that either Modern Warfare or Black Ops Cold War weapons need to miss out?

Can you use Modern Warfare and Cold War weapons in Warzone Pacific?

top of mountain in warzone pacific caldera map

Fans of any of Modern Warfare and Black Ops Cold War’s weapons will be pleased to know that they too will also be carrying over into Warzone Pacific.

In an exclusive interview with Dexerto, Zach Hodson, Lead Designer at Sledgehammer Games discussed how Vanguard’s weapons will have to be considered when being added to all the other existing guns in the game.

He said that SHG has to keep a “separate balance sheet to track how things might work in Warzone.” Presumably, this is to factor in the extra 40 guns, taking Warzone up to a total of about 150 guns for players to use.

It should be noted that Warzone Pacific game modes will tailor the guns to its different game modes. Warzone Caldera Battle Royale will allow the use of all guns, whereas Vanguard-specific modes will only allow the use of Vanguard weapons.

How to use Cold War & MW weapons in Warzone Pacific

ak-47 gunsmith selection in warzone

Whilst there’s nothing concrete just yet, we think that to use these weapons in Warzone Pacific, players will simply be able to select the ones they have unlocked once the Season 1 integration with Vanguard goes live.

When Black Ops Cold War and Warzone merged, it was a simple case of players being able to use the guns that they’d unlocked in Cold War, Modern Warfare, and Warzone. If you hadn’t unlocked a certain gun, then you could complete a challenge condition that was different in each game.

We expect this to be exactly the same in Warzone Pacific, and it’ll be up to the preference of the player, and their availability of each CoD game, to decide how to unlock particular weapons.


We’ll be sure to update this once Sledgehammer Games and Raven Software have provided a bit more official insight into the integration of weapons.

In the meantime, check out everything we know about Vanguard and Warzone Season 1.

Image Credit: Activision / Raven Software / Sledgehammer Games

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