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Call of Duty: Warzone

Warzone Season 5 Reloaded update patch notes: Clash mode, major weapon balancing, more

We’re looking at the start date for Warzone Season 5 Reloaded, and all of the content it will bring, including The Numbers Event and a Judge Dredd skin.

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warzone season 5 reloaded

Raven Software has released the Season 5 Reloaded Update, version 1.42, for Call of Duty: Warzone on September 8, which brings a variety of new updates to the Battle Royale, including new Game Modes and more updates.

Season 5 Reloaded of Warzone includes the continuation of the Season 5 Battle Pass, a new 50v50 TDM style mode in Verdansk, new Operators, and more events to come across the game.

Raven Software has now posted the patch notes for the new update. The new update goes live on September 8 at 9PM PT on all platforms with the Season 5 Reloaded content.

Black Ops Cold War’s Season 5 update went live September 7 at 9PM PT with patch notes available.

The patch notes and information below are only applicable to Call of Duty: Warzone.

Warzone Season 5 Reloaded Update Size

  • PlayStation 5: 5GB
  • PlayStation 4: 5GB
  • Xbox Series X|S: 5.9GB
  • Xbox One: 5.9GB
  • PC: 6.4 GB (Warzone Only) / 7.6 GB (Warzone and Modern Warfare®)

PC users will also need 12 GB of additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.

Warzone Season 5 Reloaded Patch Notes

Week of September 9th

  • Verdansk
    • BR
      • Solos
      • Duos
      • Trios
      • Quads
    • Clash
       
  • Rebirth Island
    • Resurgence
      • Trios
      • Quads

Week of September 16th

  • Verdansk
    • BR
      • Solos
      • Trios
      • Quads
    • Iron Trials ’84
      • Duos
    • Blood Money
      • Quads
    • Clash
  • Rebirth Island
    • Resurgence
      • Quads

Week of September 23rd

  • Verdansk
    • BR
      • Solos
      • Duos
      • Trios
      • Quads
    • Iron Trials ’84
      • Duos
  • Rebirth Island
    • Resurgence
      • Quads
         
  • What else? We’ll let you choose from a few options! Keep an eye on our Twitter for updates.

Week of September 30th

  • Verdansk
    • BR
      • Duos
      • Trios
      • Quads
    • Buy Backs
      • Solos
    • Plunder
      • Trios
         
  • Rebirth Island
    • Resurgence Extreme
      • TBD
  • And the return of a mode not seen in quite some time!

The Numbers Event

The Numbers, A Limited-Time Event (Begins Sept. 21)

“16… 11… 1… 9… 21…”

Those brave enough to investigate the Mobile Broadcast Stations scattered across Verdansk will receive the following incentives:

  • An instant $5,000 Cash bonus in the current match
  • For each unique Mobile Broadcast Station activated during the event, you will receive an exclusive reward such as a Sticker, Calling Card, or Charm, in addition to some XP
  • Complete all of the Challenges in the Numbers Event in either Warzone or Cold War to unlock the Sai melee weapon.

This event will also include a set of nine challenges within Warzone, which are based around the active Mobile Broadcast Stations in Season Five Reloaded. Through these challenges, you can unlock even more cosmetic rewards, as well as more rewards and another arcade cabinet game for your collection by completing event challenges in Black Ops Cold War. Unlock the first-ever event reward weapon, the Sai, by completing a full set of nine challenges in either game starting Sept. 21.

Modes

Clash (Launch)

This is Team Deathmatch on an epic scale: 50 v 50, all your loadouts accessible, Ping and Armor System, Cash, Buy Stations, and Vehicles from both the regular Battle Royale and Plunder modes.

Get ready for the biggest team fights in Warzone and consider updating those Loadouts – you’ll have access to them right off the drop, allowing you to use those go-to armaments or level up and complete camo challenges for weapons from Black Ops Cold War and Modern Warfare®.

Iron Trials ‘84 (In-Season)

The rules have changed.

Last week, we gave you a first look at some of the fundamental changes coming to Verdansk via this new Mode:

  • Altered Health and Regeneration
  • Removal of Loadout Drops
  • New Gulag Rules
  • Adjusted Environmental Hazards
  • Classified Weapons

Here are three additional changes to expect:

  • Field Upgrades
    • Dead Silence and Stopping Power have been removed. Leave the pocket sand on the playground.
       
  • Sniper Rifles
    • Can only one-shot to the head within 30 meters. You’re gonna have to get up close and personal with the competition.
       
  • Vehicles
    • ATVs and Dirt Bikes only. You’ll need to dispatch your foes the old fashioned way. Plan your drops carefully and rotate early.

And as mentioned, those who place first will receive the exclusive Calling Card!

We’ll be unveiling the full extent of the changes as we draw closer to the Playlist update that will include Iron Trials ‘84 on September 16th.

Map

Mobile Broadcast Stations

The previously dormant Mobile Broadcast Stations seem to be stirring. It is suspected that they will soon begin amplifying the “Dragovich Program” tapes – A.K.A. the Numbers broadcasts – across the region.
 

Red Doors

We’ve received reports of new, unusual activity in the Red Door rooms. Operators have been asked to investigate.

General

Gameplay

  • Loot that spawns across Verdansk has been adjusted as follows…
    • New Gulag loadouts
    • New pre-match loadouts
    • New ground and Supply Box loot

Bug Fixes

  • Fixed a visual issue causing Player models to appear to have two left hands after free falling with any akimbo Weapon equipped.
  • Fixed additional collision issues with various elements across Verdansk allowing Players to exploit/peek/shoot through them.
  • Fixed collision issues with various elements across both Verdansk and Rebirth Island that allowed Loadout Drops to fall through them.
  • Fixed an issue causing Players to not receive the squad wipe notification when finishing the last member of an enemy squad.
  • Fixed an issue causing Players to remain stuck in the blank tablet screen while using the RX-XD Killstreak.
  • Fixed an issue causing the audio for certain Finishing Moves to not play properly.
  • Fixed an issue causing Thermite damage to persist upon redeployment after exiting the Gulag.
  • Fixed an issue where a Bounty Contract would display placeholder text.
  • Fixed an issue where a Squad Wipe wouldn’t count if the last enemy was holding a Self-Revive.
  • Fixed an issue where Players could regenerate Armor Plates while using the Tempered perk.
  • Fixed an issue where Revive and Self-Revive times were incorrect in Private Matches.
  • Fixed an issue where some Calling Cards were displaying placeholder text.
  • Fixed an issue where trying to customize Reticles would send Players back to the Main Menu.
  • Fixed incorrect Blueprint labeling of various Attachments in the Gunsmith Customs.
  • Fixed the Reticle alignment for the Swiss K31 (BOCW) “Roman Standard” Blueprint.
  • Fixed the visual scaling of the Swiss K31 (BOCW) Diamond Camo.
  • Fixed various issues causing the inspect animation on some Blueprints to not work properly.

Weapons

New Weapon

  • Sai: Melee (BOCW)
    • During The Numbers Limited-Time Event starting Sept. 21, those who complete all nine challenges within Warzone or Black Ops Cold War will receive this new functional melee Weapon.

Weapon Changes

While assessing the power level of BOCW Weapons, we have observed some disparities between ease of use and efficacy. The Krig 6 (BOCW) has shown an impressive performance at just about every engagement range. While we believe it is important to have a wide array of Weapons which can be utilized by players of all skill levels — it is critical to the health of the game that their effectiveness scales appropriately with the skill required to wield them. If players can be as effective with a Weapon that is pinpoint accurate that has a marginally slower Time to Kill potential than the hardest to wield Weapons, why would they choose another? As we continue to address these Weapons, we will also be making adjustments to BOCW attachments that offer Recoil Control. We feel these changes will provide a fairer, more diverse long-range landscape.
 

Assault Rifles

  • C58 (BOCW)
    • Recoil adjusted

High damage Weapons like the C58 (BOCW) tend to adhere to a lower Rate of Fire and higher Recoil, which generally balances out their hasty Time to Kill potential. Much like the Krig 6 (BOCW), the C58 (BOCW) was a tad easier to control than we feel is appropriate for a Weapon with its damage profile. While “Recoil adjusted” can be rather nebulous, the exact details of these changes can often be difficult to quantify with numbers alone. While the C58’s (BOCW) Recoil has been increased slightly, the majority of this change will be felt in the Recoil Pattern deviation. When this deviation is increased, it can create subtle shifts which become increasingly difficult to compensate for given distance from the target.

  • EM2 (BOCW)
    • Base Optic eye position retracted

The EM2 (BOCW) is not receiving a direct reduction to its efficacy with this change. However, it will result in the Base Optic being a less suitable substitute for higher magnification optics. This, however, in conjunction with the changes to Recoil Control barrels will make the EM2 a slightly less viable option to lesser skilled marksmen.

  • Assault Rifle Bravo (MW)
    • Upper Torso Multiplier decreased from 1.1 to 1

To the dismay or surprise of some, our data suggests that the Assault Rifle Bravo (MW) is an absolute monster. The Assault Rifle Bravo (MW) will still be capable of achieving an extremely low Time to Kill, though that speed will now be locked behind an additional Headshot. Changes like these align more closely with our goal to shift consistently acquirable TTKs out of the 300ms range.

  • Groza (BOCW)
    • Sprint to Fire Speed increased by 15%

The Groza (BOCW) has not yet fulfilled the role we had intended for it. As a more ‘bruiser’ oriented, AR-SMG hybrid, its slow base Sprint to Fire Speed has continued to hold it back considerably. With this change, it will be able to more reliably contest SMGs in short-range engagements.

  • Krig 6 (BOCW)
    • Maximum Damage decreased from 30 to 29
    • Mid Damage now 25
    • Minimum Damage decreased from 25 to 23
    • Weapon Kick adjusted

The vast majority of kills with the Krig 6 (BOCW) take place within its Max Damage Range, which unsurprisingly, is the longest of all BOCW Assault Rifles. This change will affect most Time to Kill breakpoints within its Maximum Damage Range by one bullet. Additionally, we have added a third Damage Range. Which is a change we do not suspect to be immensely impactful, as builds that extend Damage Range could push the Mid Damage Range out to nearly 100 meters — which is well beyond the average kill distance for the Krig 6 (BOCW). Though, it is not all bad for the Krig 6 (BOCW); we have reduced some of the Weapon’s ‘bounciness’ while firing which we feel makes it more enjoyable to use.


Light Machine Guns

  • Light Machine Gun Alpha (BOCW)
    • Recoil increased slightly

The Light Machine Gun Alpha (BOCW) had already been an incredibly accurate LMG prior to the changes which added Recoil Control to the Task Force and Match Grade barrels. With a baseline increase to Recoil and a reduction in the total amount of Recoil Control the aforementioned barrels offer, it will be harder to stay on target with Light Machine Gun Alpha (BOCW) at longer ranges.


Tactical Rifles

  • Tactical Rifle Charlie (BOCW)
    • Recoil decreased

The Tactical Rifle Charlie (BOCW), and many other Tactical Rifles have remained out of the spotlight for nearly three seasons. Given that, we feel now is a good time to reassess their effectiveness, cognizant of the razor’s edge of balance on which Burst Weapons exist. While this change will make the Tactical Rifle Charlie (BOCW) far easier to stay on target with, the reduction in effectiveness to Titanium barrels remains intact, which heavily contributed to the dominance of the Tactical Rifle Charlie (BOCW) and M16 (BOCW) several seasons ago.

  • DMR 14 (BOCW)
    • Recoil adjusted

Rather than an outright ‘decrease’ to Recoil, this change is more of a rework. The DMR 14 (BOCW) has languished since its changes in season one, but it has not been forgotten. Expect the DMR 14 (BOCW) to feel like a new Weapon. Semi-auto Weapon enthusiasts rejoice, as the DMR 14 (BOCW) may see a real resurgence following this change.

  • M16 (BOCW)
    • Weapon Kick decreased

Of the Tactical Rifles adjusted in this patch, the M16 received the smallest change. This is partly because we feel the M16 (BOCW) is already in an acceptable spot for Burst Weapons.

  • Type 63 (BOCW)
    • Headshot Multiplier decreased from 2.1 to 1.58
    • Neck Multiplier increased from 1.2 to 1.58
    • Upper Torso Multiplier decreased from 1.2 to 1
    • Lower Torso Multiplier decreased from 1.1 to 1
    • Weapon Kick decreased

The Type 63 (BOCW) has become quite infamous recently — and for good reason. With a single Headshot, Time to Kill could be reduced to 332ms and with two, a mind boggling 166ms. A speed which only Sniper Rifles could compete with a TTK of 0 (only the travel time of the bullet). This should put into perspective how out of line the Type 63 (BOCW) was. While these changes seem extreme, a TTK of 332ms is still possible, it will just require three headshots instead of one.


Submachine Guns

  • Submachine Gun Charlie (MW) with 10mm Auto 30-Round Mags
    • Maximum Damage decreased from 34 to 31

This Maximum Damage change mirrors the adjustment to the base Submachine Gun Charlie (MW) made earlier this season.

  • OTs 9 (BOCW)
    • Maximum Damage Range decreased by 6.2%

The OTs 9 (BOCW) might be a bit stronger than we would like, but we would first like to see how this change broadly impacts the Weapon’s viability. The OTs 9 (BOCW) was always intended to be the quintessence of barrel stuffing Submachine Guns. A Submachine Gun that was intended to challenge Shotguns within their Effective Damage Range. We believe it is achieving that, but its Maximum Damage range, while shorter than each other BOCW SMG, might still be too long. We will continue to closely monitor the performance of the OTs 9 (BOCW) following this change.

  • PPSh-41 (BOCW)
    • Weapon Kick adjusted
    • ADS Sway adjusted

While firing the PPSh-41 (BOCW), the Weapon could kick in a manner that would make it difficult to gauge bullet directionality. This is a subtle change that will have a significant impact on the ability to reliably line up shots.


Sniper Rifles

  • Swiss K31 (BOCW)
    • Recoil adjusted

We have improved the firing Recoil behavior for the Swiss K31 (BOCW). We expect this change to go largely unnoticed as it does not have a measurable impact on the Weapon’s effectiveness but should improve its overall feel.

  • ZRG 20mm (BOCW)
    • Recoil adjusted

Much like the Swiss K31 (BOCW), the ZRG 20mm (BOCW) has received some changes to its firing Recoil behavior to ensure that it looks, sounds, and most importantly feels like one of the baddest Sniper Rifles in Verdansk.

Attachments

Barrels

  • Assault Rifles
    • Ranger/Liberator/GRU Composite
      • Vertical Recoil Control decreased from 10% to 8%
    • Reinforced Heavy/VDV Reinforced/Contour
      • Horizontal Recoil Control decreased from 5% to 4%
      • Vertical Recoil Control decreased from 5% to 4%
         
    • Takedown/Contour M2
      • Horizontal Recoil Control decreased from 10% to 8%
    • Task Force/Spetsnaz RPK/CMV Mil-Spec
      • Horizontal Recoil Control decreased from 10% to 8%
      • Vertical Recoil Control decreased from 10% to 8%
         
  • Light Machine Guns
    • Match Grade
      • Horizontal Recoil Control decreased from 5% to 4%
      • Vertical Recoil Control decreased from 5% to 4%
         
    • Task Force
      • Horizontal Recoil Control decreased from 10% to 8%
      • Vertical Recoil Control decreased from 10% to 8%

As we settle on the proper magnitude of Recoil Control for these barrels, we expect this to impact individual Weapons differently. Weapons that more heavily rely on the Recoil Control they received from these barrels may need to be addressed independently to ensure they align with our Weapon mastery goals.

  • Tactical Rifles
    • DMR 14 (BOCW)
      • 16.3” Titanium
        • Damage Range decrease reduced from 25% to 20%
        • Rate of Fire increase reduced from 16.7% to 15%

With the aforementioned changes to the DMR 14 (BOCW), we felt it was necessary to make an adjustment to one of the most powerful attachment stats.

Rear Grips

  • Assault Rifles
    • Groza (BOCW)
      • Serpent Grip
        • ADS Speed increase reduced from 9% to 7%

To ensure the Groza (BOCW) does not cross too far into Submachine Gun territory following the increase to its Sprint to Fire Speed and given its already SMG-like ADS Speeds, we are reducing the effectiveness of its Serpent Grip.

Operators

New Operator

  • Hudson: NATO (In-Season)
    • Get Hudson as part of an upcoming Store Bundle, to be released following the launch of Season Five Reloaded.
  • Judge Dredd (In-Season)
    • A limited-time Tracer Pack: Judge Dredd Store Bundle will include:
      • Two Legendary Beck Skins:
        • “Judge Dredd”
        • “Comic Strip”
      • Three Weapon Blueprints:
        • “Quick Judgement” Submachine Gun
        • “Arbitrator Rifle” Assault Rifle
        • “Lawgiver” Handgun
      • One Finishing Move:
        • “Incendiary”
      • One Weapon Charm:
        • “Book of Law”
      • One Wrist Accessory:
        • “Judge’s Watch”
      • One Animated Calling Card
      • One Animed Emblem

Store

Chemical Reaction Pro Pack (In-Season)

Available later this season for $19.99 USD (or your regional equivalent), this is a seven-item Bundle built for those looking for a better bond with victory. Its most notable item is a new “Diabolical” Ultra Operator Skin for Stone and also includes two Weapon Blueprints – the “Primary Injection” Assault Rifle and “Tactical Syringe” Sniper Rifle – which can both make a loadout go nuclear.

Plus, purchasing this Pro Pack gives you 2,400 in COD Points, allowing you to pick up another Store Bundle, get the Season Five Battle Pass before the end of the Season, or gift those Bundles or the Battle Pass to a friend or squadmate.

Tracer Pack: Ghost Ship Mastercraft Store Bundle (Season Launch)

This Bundle includes the Ultra-rarity, spectral inspired “Flying Dutchman” Tactical Rifle Weapon Blueprint. Haunt the seven seas with this new armament or use the “Keelhaul” SMG to make your enemies walk the plank.

Plenty of other Bundles will be available before the end of Season Five.

SOURCE: Raven Software

Call of Duty: Vanguard

All Warzone Pacific game modes: Vanguard Royale, Resurgence, Rebirth, more

Here are all of the new game modes coming with Warzone Pacific’s new Caldera map, including Vanguard Royale and more.

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Call of Duty: Vanguard will bring the Caldera Pacific map to Warzone when they integrate in December, so here are all of the new game modes coming with the new battle royale experience.

Warzone’s Pacific map has officially been revealed. Caldera, said to be “built on learnings from the community,” will arrive on with Season 1 on December 8 for Vanguard owners and December 9 for everyone else.

Along with all of the new weapons and operators, Warzone Pacific has kept some fan-favorite modes and brought some exciting new ones.

Here’s every new mode coming with Warzone Pacific’s Caldera map.

Warzone Caldera Battle Royale

Vanguard’s integration brings Modern Warfare and Cold War weapons and vehicles to the Pacific, and they can all be found in the Caldera Battle Royale playlist.

This is Warzone’s standard mode, where over 150 weapons from across all three games will be available for use. It also brings all of the familiar vehicles such as ATVs, SUVs, Berthas, and Helicopters. So all the skins you’ve purchased and earned in the Battle Passes won’t go to waste.

Warzone Caldera Plunder

Regular Plunder also returns with Vanguard Season 1, but specifically on the new Caldera map.

Warzone fans love this mode for leveling up weapons and warming up for Battle Royale, and weren’t very happy when it was removed from playlists in Season 6.

But Plunder will still be there after the integration, including Warzone’s huge arsenal of weapons and vehicles.

Warzone Vanguard Royale

Taking place on Caldera, Vanguard Royale turns Warzone into an authentic WW2 experience, including only Vanguard’s weapons and dogfighting.

Vanguard’s integration brings around 40 WW2 weapons to Warzone, and devs have included the Vanguard Royale playlist to allow players to try them all out in their own mode.

It also includes Dogfighting, where players can jump in fighter planes to battle it out in the skies. The devs said that to think of it like a “Precision Airstrike where you are in the cockpit, ready to rain down fire on a squad or defend yours from an enemy pilot.” Players on the ground can also jump in AA guns to defend themselves.

Warzone Vanguard Plunder

Similar to the Vanguard Royale mode, Vanguard Plunder gives the fan-favorite mode a WW2 twist.

The mode will likely be very similar, but you’ll only be able to use Vanguard weapons and vehicles. If you’re a Warzone-only player, this will be the best mode to level up all of the new guns.

Vanguard Plunder will arrive later in Season 1.

Warzone Vanguard Resurgence

Within the first week of Warzone Pacific’s launch, fans will have access to Vanguard Resurgence.

The Resurgence tag corresponds to a game mode with unique respawn mechanics. The respawn mechanic requires at least one player on a squad to stay alive for a specific period of time in order to bring back eliminated team members.

The high respawn rate makes for a fast-paced action-packed Battle Royale experience. Trying to stay alive to bring back your teammates produces some tense moments. Players love the chaos that comes with Resurgence and they’ll get to experience a Caldera version during launch week. 

Although we don’t yet know which section of the map will be accessible in Resurgence, the Pacific version is likely to focus on a small portion of Caldera. 

Warzone Rebirth Island

Rebirth Island is here to stay! Many prefer Rebirth’s smaller, faster-paced battle royale map, and players were concerned that it would also disappear alongside Verdansk.

Rebirth will still be around, but players will bid goodbye to the map for a short period of time. During Warzone Pacific’s early access period on December 8, players will still be able to access Rebirth. However, the following day, Rebirth will disappear for an unspecific period. This coincides with Warzone Pacific’s full launch on December 9. 

We currently don’t know the exact date Rebirth is set to return, but the devs have promised that it will be making a comeback later in Season 1


And those are all of the new Warzone modes confirmed for Season 1! Expect Sledgehammer and Raven Software to continue to keep cooking up new experiences as the year goes on.

You can also check out all of the changes coming to Warzone, and every new Caldera POI.

Image Credit: Activision

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Call of Duty: Warzone

Warzone Pacific dev responds to concerns over Caldera loadout drop changes

One of the Warzone Pacific developers has responded to player complaints about the loadout drop changes in Caldera.

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Warzone Pacific’s new Caldera map brought some major changes to player loadout drops which have proved controversial, and now one of the developers has explained how the new system will work.

There is a ton of anticipation for Vanguard Season 1 and Warzone Pacific. The developers have made some major changes to player loadout drops ahead of the new Caldera map’s launch.

Stopping Power Rounds have been completely removed from the game as a Field Upgrade and the Dead Silence Field Upgrade is receiving a considerable nerf. Players are also unable to call in a loadout drop right away.

Now, one of the Warzone Pacific devs has explained these changes.

One of the changes is that Warzone players won’t be able to call in a loadout drop from a Buy Station prior to the loadout drop event falling across the map. This led to criticism from many players including FaZe star Kris ‘Swagg’ Lamberson.

Swagg described the loadout changes as “wack” before elaborating that there’s no point in leveling up guns if you can barely use them. “If it’s like the flashback event then the loadout event didn’t happen until the 3rd circle,” he stated.

This led to a response from Warzone creative designer, Ted Timmins, who is one of the developers behind the Pacific. He explained that players will be able to access loadouts at the end of the first circle.

“Operation: Flashback was just the test bed for the functionality that proved successful – but to your point, it needed to still be early enough in the gameplay loop to allow for improved strategy and planning,” Timmins explained.

The reasoning behind this decision was to encourage players to plan their strategies better during the early stages of a match. Despite this, many players in the replies were still disappointed in these new limitations.

“This was the worst part of operation flashback,” replied one user. “I hope this change gets reverted back quickly once people realize it’s not an innovation, it’s a limitation.”

We don’t know yet if the developers will revert these changes in response to player complaints. At the time of writing, it seems that the loadout drop limitations in Caldera are here to stay.


For more Warzone content, check out the full Warzone Pacific roadmap for all of the new changes that will be coming with the Caldera map.

Image Credit: Activision

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Call of Duty: Warzone

Warzone Pacific update brings highly-requested Gas Mask fix

Warzone’s Gas Masks have long been a source of frustration to players, but the Pacific update is finally bringing a highly-requested change.

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Call of Duty: Warzone players have long complained that the Gas Mask animation causes frustrating deaths, but the Warzone Pacific Season 1 update is set to fix the issue.

Like any battle royale game, Warzone’s closing ring of gas is extremely lethal. If you have any hope of surviving, you’ll need to pick up a Gas Mask. However, the obtrusive animation has long been a source of frustration for Warzone players.

Warzone Pacific Season 1 launches on December 8, bringing the new Caldera map, major changes to the Gulag, RICOCHET anti-cheat, and more. It’s also bringing an update to Gas Masks, making them much less of an annoyance.

The issue with Gas Masks is that you have no control over whether the animation starts or not. This stops you from aiming down sight, plating up, reloading, or even deploying your parachute.

Being inside the gas is meant to be punishing, but Warzone players have long felt that the animation is overly frustrating and have been calling for change. It appears this change will finally arrive with Caldera and Warzone Pacific Season 1.

Warzone’s developers announced that “Gas Masks won’t interrupt as many actions as they previously did.” Now, it’ll be “easier to pull your mask off or on, as well as plating up or reloading a weapon while getting out of the Circle Collapse.”

But it doesn’t sound like the animation will be completely gone, as the Gas Masks are still designed to punish players caught in the gas and favor those safely inside the circle.

We probably won’t know the full extent of the changes until Season 1 goes live on December 8. Alongside nerfs to Dead Silence, this is a change the community has long been asking for, so hopefully, Gas Masks will now cause far fewer unpreventable deaths.


Be sure to check out the full Warzone Pacific roadmap for all of the exciting changes coming with Caldera.

Image Credit: Activision

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