Infinity Ward has released the latest patch update for Call of Duty: Modern Warfare and Call of Duty: Warzone on PlayStation 4, Xbox One, and PC.
The update is between 22-32 GB for those who own both Modern Warfare and Warzone. For those who own both and want to play MP after this update, you will be required to download an additional 3.5GB data pack. Once the new update is done, it will take up just minimal additional space.
If you just own Warzone (free to play), the update will be between 22-30GB. Once the update is done, the overall game footprint since will be reduced.
The new update includes the new 200 player BR Quads, new Operator, new Sniper, new MP map, new modes, and more for the game. More details on Season 4 Reloaded is here.
200 Player Warzone!
Verdansk will now be able to hold up to 200 players. Jump into Battle Royale Quads with 200 players!
Supply Run Contracts!
Upon activation, you and your squad (if applicable) will be directed to a nearby Buy Station. Reach it within the time limit to get a discount on Buy Station purchases.
Think of this as a high-powered scope without the glint; this re-usable scope allows you to scan the environment around you and mark enemies without being detected. Perfect for scouting ahead, the Spotter Scope is a great tool for Operators who want to plan their next move while keeping a low profile.
DATA PACK DOWNLOAD:
Please note that the Season Four Reloaded update will have a download size of approximately 22-36 GB for owners of the full version of Modern Warfare. Console owners must install a secondary download of approximately 3.5GB, then reboot the game to access Multiplayer, if desired. A reminder, console players can choose also to uninstall/remove other data packs (e.g. Special Operations), if no longer needed for a smaller overall file size. For detailed information on uninstalling/removing other data packs, read this article.
Once the Season Four Reloaded update is fully completed, it should minimally increase the overall digital footprint of the full version of Modern Warfare.
Existing free-to-play Warzone players will have a download size of approximately 22GB-30GB, once finished there will be a reduction to the overall footprint on their machines.
- Ground War
- Blueprint Gunfight
- Team Defender
- Cheshire Park 24/7
- Shoot the Ship 24/7
- Gunfight Tournaments
- Realism Mosh Pit is now in the Quick Play Filter
- Modified Special Operations: Strongbox Regular, Strongbox Veteran
- New Gulag weapons! Semi auto rifles, snipers, along with one “just fists and a throwing knife” loadout!
- BR Quads 200
- BR Trios
- BR Duos
- BR Solos
- Plunder: Blood Money
- Fix for an issue where players could modify weapons with attachments from other weapons while using a mouse
- Fixed the wording in the Daily Challenge “Deploy the Manual Turret Killstreak 5 Times” to say “Shield Turret”
- Multiplayer and Warzone win/losses now track as intended per mode
- Improved stability for PC players
- Fix for Kreuger’s eyes coming out of his character model while performing the Brassed Off execution
- Fix for some Completionist camos not applying to the Witching Hour (AX-50 variant)
- Fixed an exploit on Krovnik Farmland while playing Reinfected Ground War
- Fixed a bug where the MIL-SIM CTSFO viewmodel gloves didn’t match the in-game world model
- Fix for a section of Hardhat that had invisible collision
- Fix for a bug where Demolition matches would not end as intended in overtime
- Added the Kali Sticks to modes like All or Nothing, Gun Game, Infected, and Gunfight
- Longshots now display the distance in the point feed
- Fixed a bug where the Juggernaut HUD elements would remain on the screen if the player was crushed by a crate
- Fixed an issue where the player could get stuck in place when throwing a grenade and trying to use a Shield Turret at the same time
- If a player throws a Molotov at a severely damaged Deployable Cover, the Deployable Cover will break and the Molotov fire will disappear, but damage for the fire remains present for a duration of ~20 seconds. This has been fixed
- Recon Drones can now be destroyed with Throwing Knives
- Hipfire reticles are now visible in Spectate and in the Killcam. This will make it easier to tell if a player is using Stopping Power rounds or Slug rounds
- Fix for an exploit in Boneyard where players could climb into the destroyed portion of a plane
- Gas Mask now cracks when you’re taking damage near or in the circle
- ‘Team Wiped’ message now appears in the Killfeed for your whole squad to see
- Fix for an issue where players could spawn under the map after winning their Gulag match
- Fixed a bug where players using Charly’s Tactical Human skin or Mara’s Valkryie skin would notice their character models missing from the exfil epilogue in the helicopter
- The audio for the Supply Choppers is too loud, preventing players from hearing most other sounds and communicating with their squad. This has been adjusted
- During the Supply Chopper event the supply choppers may spawn from under the map, killing players positioned on top of these locations as they raised through the map. This has been fixed
- Fix for the final circle being too close over areas that players cannot access such as the middle of Stadium
- The After Action Report now shows Cash Earned and Placement
- Fix for a rare bug where a player spawned out of bounds after dying out of bounds
- Fix for a minor issue where the radio operator dialog and subtitles for called in Killstreaks could incorrectly play the wrong faction
- Now allow up to three Precision Airstrikes to be called in at once but within a distance restriction
- The M4 will perform an AR magazine reload when attempting to reload the underbarrel launcher while you have the 50 Round Mag attachment equipped. This has been fixed
- Stopping Power is now applied to headshots. Only certain weapons can go from a 2-shot to a 1-shot head shot, like the FAL and Oden. This fixes a few cases where headshots could sometimes do less damage than body shots when using Stopping Power
- Start Ammo and Max Ammo Adjustments:
- Increased Max Ammo: M4 .458 SOCOM Rounds
- Increased Max Ammo and Start Ammo:
- CR-56 AMAX M67 Rounds
- SKS 10 Round Mags
- Striker 45 Hollowpoint Rounds
- SCAR Default Mags
- Oden Default Mags
- Increased Start Ammo:
- SCAR 25 Round Mags
- Oden 25 Round Mags
- AX-50: Increased damage range
- HDR: Guaranteed one-hit to lower torso at any range
- Increased ADS speed
- Small decrease to hip spread
- Increased damage range
- MK2 Carbine:
- Faster movement speed
- Increased damage range
- Increased ADS speed
- 2 hit kill min
- Gun recoil returns to the center more
- Faster rate of fire
- FAL: Added a close range damage shelf with one-hit headshot potential
- AK-47: Increased ADS speed
- CR-56 AMAX: Decreased damage range
- Decreased damage range
- Decreased 10MM damage range
- Reduced long range damage to 10MM ammo
- Slight recoil increase to 10MM ammo
- Grau 5.56
- Damage range reduction
- Slight increase to high frequency recoil
- Reduced recoil compensation and decreased range on Tempus 26.4” Archangel and FSS 20.8” Nexus barrels
- Shotgun Slugs:
- Increased projectile velocity
- Reduced ads spread
- Added dynamic hip spread
- Increased damage ranges
- Increased lower torso damage
- No stock attachment:
- Increased weapon recoil
- Decreased ADS aiming steadiness
- Improved the effectiveness of the Decoy Grenade against most types of enemy soldiers
- Operation Harbinger – Fixed issue where some of the white trucks would appear without any enemies inside of them
SPECIAL OPERATIONS: SURVIVAL:
- At the Weapons Store the weapons with purchased Gunsmith attachments are now displayed clearly
- The Buy Phase timer now pulses red when about to run out to help remind players of the upcoming wave
- Fixed issue where the text chat was overlapping some Buy Phase store elements
- Fixed issue where players could purchase weapons from the store as they are being downed
- Fixed issue where if players voted to ‘Retry’ after failing beyond wave 55 they would start each Buy Phase with reduced time
- Fixed a rare issue where players could use Munitions / Killstreaks in while downed
SOURCE: Infinity Ward
Ranking the 10 best Call of Duty maps ever
In nearly 20 years of Call of Duty games, which maps do we consider to be the absolute best? Find out as we rank the top 10 CoD maps ever.
After playing Call of Duty games for so many years, it’s often crossed our mind, which is the best CoD map of all time? So we’ve gone through them all, and come up with what we believe to be the 10 best ever, and ranked them.
Between Infinity Ward, Treyarch, Sledgehammer Games, and Raven Software, the franchise’s main developers have created some astonishingly good maps over the years. Some have stood the test of time, with some becoming recurring features in multiple CoD games.
We decided to take the unenviable task of going through every single Call of Duty online multiplayer map and trying to pick the top 10 ever. Some CoD games don’t feature at all, and that doesn’t necessarily mean they were bad games, it’s just that some did it better.
Here is our official ranking of Call of Duty’s 10 best maps ever.
10. The Pines
Black Ops Cold War probably won’t go down in the annals as an all-time great, but it’s had plenty of highspots, including The Pines.
A throwback to a certain, classic 1980s film, The Pines has a great environment to explore with frantic battles in shops, lots of verticality, several perch-type spots, and the middle of the map is very accessible thanks to walls and its fountain.
Also, see where it ranked on our list of the best Black Ops Cold War maps!
Modern Warfare 2 gave birth to the craziness of 360 no-scoping, quickscoping, and various other ridiculous sniping tricks that would become permanently etched in the early days of YouTube.
Lots of players we know now got their start using Highrise to climb to fame, and that’s also because it’s a great map. You can always use either building to become engaged in heated battles and use them for range before inevitably flying down to the rooftop below for even more conflict.
On the other hand, Call of Duty 4: Modern Warfare’s Bloc is probably the finest example of a sniping map in the series’ storied history.
Its predominant feature is the two opposing, war-torn apartment blocs that are quite literally set up for a battle of Sniper Rifles. It’s always great fun moving from window to window and changing floors to vary your attack. If that wasn’t your thing, then Bloc has plenty of avenues to storm both buildings and move around the edges of the map to ambush.
Before “1v1 me in the Gulag“, there was Rust. Taking the idea of a small map from CoD4’s Shipment, Rust still manages to create a small playground but added so many possibilities.
From its stairs-esque shaft to the ladder taking you to the top, there are so many ways you could get the jump on your opponent. Rust also has a myriad of crevices to move around in, making this tiny map feel massive.
Rammaza is not only a bright spot in an otherwise divisive 2019 Modern Warfare reboot, it’s also just a classic Call of Duty map.
With three different levels of fighting possible, a multitude of different ladders and stairs to allow fluid traversal, Rammaza is just big enough and has all its obstacles in the right place. It’s a great map on any game mode and one that we’d definitely like to see return.
There isn’t a wasted space in quite a sizable Strike map. The spawn points are well-hidden and it doesn’t feel bare in any parts.
It has several key spots such as the iconic middle building, the kitchen area, the houses near each spawn, and there are genuinely so many different ways to play it. Search & Destroy was a particular delight to play on Strike, and it’s aged very well.
Raid might be the most scenic and stunning map on this list with this luxurious hollywood home boasting incredible architecture, mega-expensive sports cars, and even its own basketball court.
The map just feels unique and underlines this by allowing you to swim under its pool. It’s well-connected by the middle’s garden area and again, firefights can literally take place anywhere on the map. It was one of Black Ops Cold War’s first classic maps to be added to the game, and that’s because it’s still incredibly popular to do this day.
3. Firing Range
Another smaller map that manages to cram so much into it that it’s hard not to love. The concept is great as we’ve found ourselves on these practice ranges in multiple CoD games, so now actually trying to kill people on it feels apt.
Firing Range is a hotbed for high-scoring games, but unlike a map such as Nuketown, Firing Range feels fair and doesn’t feel like you’ll be spawn-trapped for multiple deaths in a row. It’s definitely the best “small” map in Call of Duty history and we’re sure we’ll be seeing it for multiple games to come.
To many, the top spot is always going to boil down between one of two maps, and our number two spot goes to Terminal. If the action had perhaps been locked down to only the outside or inside, then Terminal wouldn’t fair so well.
But thankfully it doesn’t, and it leads to lots of crazy matches with close-range combat, long-range sniping, and everything in-between. Terminal perfectly manages to capture the balance of gameplay, whilst providing a cool backdrop at the same time.
The best map honor goes to Crash. If the sight of that destroyed helicopter doesn’t make you feel nostalgic then you probably never played Call of Duty 4. Infinity Ward’s take on modern warfare changed first-person shooters forever, and Crash is symbolic of this.
Gone were the days of the arena shooter, Crash represented a new era of detailed, intricate, multi-channeled maps with new ways to play each time. Whether you stayed at the top of the street to snipe down a lane, or headed to the bottom to ascend the three-story building, Crash had everything and more to make a map you wanted to play time and time again.
Which is why we believe it’s the best map in Call of Duty history.
Also, check out our 5 best Call of Duty games ever ranked: Full tier list too.
Image credits: Activision / Infinity Ward / Treyarch / Sledgehammer Games
Warzone development started in late 2017, built to match Modern Warfare feel
An interview with Infinity Ward reveals the difficulty of making Warzone, and how it was always supposed to play like Modern Warfare.
An interview with Infinity Ward’s co-studio heads describes the process involved with making Warzone, the pressure of pitching it to Activision, and how it was never meant to “step on Treyarch’s toes.”
The idea of Warzone seems like such a basic concept and you wonder why it took so long to fashion it. Fortnite launched in July 2017, and it would be nearly three years until Call of Duty followed suit with its own fully-realized version of battle royale.
Black Ops IIII’s Blackout mode certainly captured some of this vision, but Warzone is an all-encompassing experience that truly captures the magic of the last man standing format and is heading for Season 3.
Yet the 2017 vision for Warzone almost proved too much as it required a massive undertaking – casting doubt in Activision minds.
In the interview with Washington Post, Infinity Ward’s Co-Studio Heads, Patrick Kelly & Dave Stohl, described how Call of Duty: Warzone was created and pitched to Activision executives.
Kelly states as part of the interview that Call of Duty: Warzone’s development pitch occurred in early 2018 when Infinity Ward leads convened with Activision executives to pitch this idea.
Warzone’s code name at the time was Magma.
Kelly re-called some parts of his pitch for the interview. “Okay, so here’s the thing,” Kelly said, reenacting his pitch to the Activision executives. “We want to have the same fidelity [in ‘Warzone’] as the rest of the game. And we want [players] to be able to go in every one of the buildings. And we want to have these [mission] contracts and we want to have really unique geography all over the world.”
The ambition behind Warzone was big at the time.
“And, by the way, this is going to be a massive art undertaking. And, by the way, this would be a massive technical undertaking. And, by the way, we don’t have the gameplay entirely figured out yet. And by the way …”
“Some people were concerned, like, have you gone too far with this? You know, is this too big a bite to take?”
He notes that the building of Warzone was not meant to “step on Treyarch’s toes,” but rather, the focus of Warzone was to become a battle royale to better fit and match Modern Warfare’s world.
Blackout was focused on Black Ops 4, and it’s world, and Kelly believed the Modern Warfare experience needed a different take.
“[Blackout] was never the concern,” Kelly said. “The concern was like, ‘So, let me get this straight. You don’t have the tech sorted yet. You don’t have the bandwidth to do the art for the thing yet, and you don’t have gameplay entirely sorted yet.’” He told Activision executives: “But we will!”
The actual development of Warzone started in very early stages in late 2017, Kelly says, with the idea of having a fictional city of Verdansk. The popularity of PUBG and Fortnite during that time period ignited the entire industry to bring out versions of battle royale experiences to compete and match up.
The Washington Post story describes how Infinity Ward started its development. They wanted to take a real environment and city and bring it to life at a massive scale never done before in Call of Duty.
The game kept getting new buildings, locations, and they expanded the map to the point where it got too big.
“It’s funny, because it was starting to get out of control,” Kelly said. “What happened was there are some builders working on this and they just kept building, building, building. We were going to end up with this space that was going to be miles and miles and miles of city. It was like, whoa this is getting away from us here. We’ve got to rein this in a bit. And part of the reason was that we knew we were going to have certain physical limitations, you know, like how many players can you actually support in the world?”
“So we started building the space,” Kelly said. “And we still didn’t know precisely what we were going to do with it.”
Kelly did not mention if the original pitch included the game being free to play or if that came with how the industry changed and Activision’s need to adapt.
Call of Duty: Warzone officially released on March 10, 2020 and now has over 100 million players.
We’re over one year into Warzone’s release, and the game is integrated with Call of Duty: Black Ops Cold War. Infinity Ward handed off a lot of the development of the title to Raven Software, who has been supporting the project since its initial development stages.
Image credits: Activision
How to unlock the Sykov Pistol in Modern Warfare & Warzone Season 2
The Sykov full-auto pistol has finally been added to Warzone and Modern Warfare, so here’s how to unlock this powerful new sidearm.
In a surprise update on April 15, the highly-anticipated Sykov full-auto Pistol was added to Call of Duty: Warzone and Modern Warfare, so here’s how to unlock this powerful new sidearm.
After players found the Sykov Pistol in Plunder, they were desperate to get their hands on this new Modern Warfare weapon. In an update on April 15, the Sykov Pistol was finally added to the game.
It’s described in-game as a “double-action/single-action sidearm” that “comes with a few custom gunsmith mods that make it an outstanding addition to any arsenal.” From gameplay, we know that these powerful modifications are the full-auto feature and the 80 Round Mags.
With the right attachments, the Sykov pistol is unstoppable at close-range. Here’s everything you need to do to unlock it.
How to unlock the Sykov in Warzone and Modern Warfare
The Sykov Pistol is easy to unlock in Modern Warfare and Warzone, you simply need to get 4 kills while using pistols in 5 different matches.
If you own Modern Warfare, this is the place to do it. Jump into small maps such as Shipment or Shoot House in Hardcore mode, use any pistol, and you’ll be able to one-tap other players with ease.
If you only own Warzone, the challenge will be more difficult but is still very manageable. We recommend jumping into Plunder with some of Warzone’s best pistols. The akimbo Diamattis are still powerhouses, and dual Renettis will also offer similar results.
Also, we recommend you finish the match for progress to count. Leaving the match early can cause issues with the progress not counting, so you can simply get your pistol kills then play on as normal until the match ends.
How to unlock Akimbo for the Sykov pistol
What makes the Sykov so powerful is its Akimbo perk. This isn’t unlocked as a regular challenge, you’ll need to get 3 kills in 5 different matches using the Mo’Money perk with the Sykov.
The challenge description is reportedly bugged and will tell you to use the Renetti, but you need to use the Mo’Money perk with the Sykov.
Again, this challenge is easy in Modern Warfare’s multiplayer. We recommend playing Hardcore Shipment and Shoothouse as you’ll get the kills in no time.
For Warzone, we recommend hopping into Plunder. Equip Mo’Money to your Sykov and take close-range fights and you should be able to get at least three kills.
The Sykov’s arrival follows three new maps being added to Modern Warfare – Killhouse, Al-Raab Airbase, and Drainage. The latter two have been removed but will be returning soon as they still needed more “love.”
- Read more: When is Warzone’s nuke event?
The Sykov is also the first of the unreleased Modern Warfare weapons to have arrived in the game, with the CX-9 SMG and Raal LMG still scheduled to arrive.
Ranked up, the Sykov pistol is likely to be a dominant weapon close-range in Warzone, so if the issues with unlocking it are addressed, it’s worth utilizing the upcoming Double XP event to quickly unlock all of the attachments.
Image Credit: Activision
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