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Call of Duty: Warzone

Every weapon buff & nerf in Warzone Pacific Season 3 Reloaded

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

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Warzone players fighting in Rebirth Island

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

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

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

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

Assault Rifle buffs & nerfs in Warzone Season 3 Reloaded

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

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

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

Owen Gun nerfed again in Warzone Season 3 Reloaded

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

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

Warzone Season 3 Reloaded weapon buffs & nerfs

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

Assault Rifles

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

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

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

Marksman Rifles

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

Sniper Rifles

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

Shotguns

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

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

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

Submachine Guns

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

Pistols

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

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

Launchers

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

Attachments

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

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

Image Credit: Activision

Call of Duty: Warzone

Warzone players call for major LMG buffs as Assault Rifles dominate meta

Warzone players are sick of Assault Rifles dominating the meta so are calling for LMGs to receive major buffs.

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Although supposed to be long-range powerhouses, with a few exceptions, LMGs have never broken into Warzone’s meta for long. Claiming that LMGs have no identity, players are calling for major buffs.

Although weapons come and go from Warzone’s meta, how the guns behave has almost always stayed the same. Players always stick with a long-range weapon with low recoil and a large mag size, and a lightweight SMG with a fast TTK.

The long-range weapon has almost always been an Assault Rifle or an LMG that’s been built to act like an Assault Rifle, and players are growing tired of it. With a couple more Warzone Pacific seasons left and Warzone 2 on the horizon, players are calling for major LMG buffs so they’ll have their own identity.

Although a couple of LMGs such as the Bruen Mk9, MG82, and Bren have made their way into Warzone’s meta, the class as a whole has never come close to the popularity or efficiency of Assault Rifles.

Reddit user IonlyPlayAOE3 explained why LMGS have a “sh*t identity” in Warzone, laying much of the blame on Vanguard weapons’ ten attachments. They explained that an Assault Rifle can do everything that an LMG can, especially by holding at least 60 rounds.

They hope that LMGs will have much more of an identity in Modern Warfare 2 and Warzone 2, where Assault Rifles should “struggle against LMGs in long-range to ultra long range engagements.”

Many players agreed, wanting an Assault Rifle to become a middle ground between LMGs and SMGs. “They should lose to LMGs at range, and lose to SMGs up close, but be a decent middle ground,” explained Shielo34.

However, some worried that buffing LMGs would just make them replace Assault Rifles in the meta. Instead of giving LMGs straight buffs, some suggested lowering Assault Rifles’ magazine size.

Warzone players were starting to catch on to Season 4’s UGM-8 LMG and its burst-fire barrel, but the devs were quick to nip that in the bud with the June 30 update. With the NZ-41 now nerfed as well, we’ll need to wait and see how the post-nerf UGM fits into the Season 4 meta.

Image Credit: Activision

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Call of Duty: Warzone

Warzone’s best attachments received major nerfs in June 30 update

Warzone’s most popular weapon attachments received notable nerfs in the Season 4 June 30 update patch, and could shake up the meta.

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Warzone Pacific Season 4 received a plethora of balancing adjustments in the June 30 patch, with some of the best attachments in the game getting significant nerfs.

The June 30 Warzone Pacific patch brought a ton of weapon balancing changes in Season 4, including a nerf to the popular NZ-41, which the developers felt had become too overpowered over the last season.

Other weapons like the H4 BlixenMarco 5, and UGM-8 were also changed in the update. Warzone players will be encouraged to alter their usual loadouts as the best attachments have also been nerfed.

Warzone Pacific Season 4’s June 30 update patch included nerfs to the Lengthened ammo type, MX Silencer muzzle, and M1941 Handstop underbarrel. These attachments are popular choices on Assault Rifle loadouts.

The MX Silencer and Lengthened ammo type boost your weapon’s accuracy and bullet velocity respectively. The June 30 update gave both of these attachments received a 3% reduction in muzzle velocity.

Meanwhile, the M1941 Handstop underbarrel’s recoil control has been changed to 3.5% down from 4%. While this seems like a minor change, it can actually greatly affect your loadout’s effectiveness in combat.

Since the MX Silencer, M1941 Handstop, and Lengthened are all popular choices for multiple weapons, it’s extremely likely that these attachment nerfs are going to greatly impact Warzone players’ loadout builds.

While the update brought various nerfs to different weapons and attachments, it also featured buffs to Vanguard’s Warzone weapons, as the 3-LineKar98k, and Type 99 all received an increase in bullet velocity.


For more Warzone content, check out how to unlock the “new Roze” Night Terror Florence skin as well as this genius trick to instantly get Loadout Drops.

Image Credit: Activision

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Call of Duty: Warzone

Warzone expert reveals genius trick to instantly get Loadout Drop

Getting a Loadout Drop early is key to surviving Warzone’s early game but there’s a way to get your loadout in a matter of seconds.

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Getting your loadout as soon as possible is vital to winning in Call of Duty: Warzone and pro player IceManIsaac has revealed a genius trick to getting your loadout in seconds.

Loadouts are what sets Warzone apart from all of the other battle royale games. Getting your own custom weapon gives a massive advantage over those with ground loot, so getting a Loadout Drop as soon as possible is key to winning.

It can be tough to get your Loadout Drop in the chaos of the early game, but a clever strategy from streamer IceManIsaac can get your team a Loadout Drop and free UAV in seconds.

To instantly get a Loadout Drop in Warzone, all players need to do is land on a Top Secret Contract in Fortune’s Keep. This will starts a random Contract such as Supply Run, Scavenger, or a Bounty, and you’ll get a whopping $8,000 as well as a UAV.

IceManIsaac explained that the Supply Run won’t task you with traveling across the map like in Caldera, it’ll actually be pretty near, so you’ll be able to land on it in a matter of seconds. A loadout only costs $7500 dollars so you can buy the loadout straight away and have a free UAV to see any approaching enemies.

While doable in Solos, this strategy works best in squads. If one player picks up the Contract and the rest float in the air to complete the task, the process will be even quicker. Even if it’s a Bounty, all of the players can land on top of the target and it won’t matter if they die in the process because of the Resurgence mechanic.

Fortune’s Keep is pure chaos in the early game, so securing yourself a loadout before anyone else will be sure to set you up for success.


For more Warzone, be sure to check out how players have abandoned Rebirth Island in favor of Fortune’s Keep.

Image Credit: Activision

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