Modern Warfare 3 (III) x Warzone | Update mit Balancing & Bugfixes

Call of Duty

by Ed Snow

Modern Warfare 3 (III) x Warzone | Update mit Balancing & Bugfixes

Die Teams von Raven Software und Sledgehammer Games haben zwischen dem 19. März und dem 22. März einige Balancing Anpassungen und Fehlerkorrekturen in „Call of Duty: Modern Warfare 3 (III) x Warzone“ vorgenommen. Im nachfolgenden findet ihr die vollständigen Patch Notes mit allen Änderungen.

PATCH NOTES 19. und 22. März

 

MODERN WARFARE III

MULTIPLAYER

PROGRESSION

  • Resolved an issue preventing the Winner’s Perks Challenge from tracking progress.

WEAPONS & ATTACHMENTS

» Battle Rifles «

  • BAS-B
    • JAK Outlaw-277 Kit
      • Decreased upper torso damage multiplier from 2x to 1.4x (-30%).
      • Increased lower torso damage multiplier from 1x to 1.1x (+10%).
      • Decreased arm and hand damage multipliers from 1.6x to 1.1x (-31%).
      • Increased rate of fire from 193rpm to 241rpm (+25%).
      • Decreased aim down sight rate of fire penalty from 300% to 150%.
      • Decreased rechamber time from 330ms to 264ms (-20%).
      • Removed 50% bullet velocity benefit.
      • Increased target flinch from 0.9N to 1N (+11%).
      • Increased incoming flinch from 0.17N to 0.23N (+35%).
    • Sawed Off Mod
      • Increased incoming flinch from 0.21N to 0.54N (+157%).

Our goal for this Conversion Kit is to be a competitive option for players who enjoy a run-and-gun marksman playstyle. Allowing 1-shot kills to the upper torso proved too powerful and overlapped with the identity of the Longbow and JAK Tyrant 762 Kit.

Today’s changes intend to carve a unique niche for this Aftermarket Part to thrive. Accurate players will have plenty of room for skill expression and 1-shot-kill lethality if they hit headshots, but with its increased rechamber speed, fire rate, and inflicted flinch effect, two-shot kills to the body should remain competitive, even against Weapons like the Longbow.

» Sniper Rifles «

  • Longbow
    • Modified controller aim assist properties to align with other Sniper Rifles.
    • Increased incoming flinch from 0.75N to 1N (+33%).
    • Increased target flinch from 0.8N to 1.7N (+113%).

Despite this Weapon being a quick-handling Sniper Rifle built upon what is more conventionally an Assault Rifle receiver, its lethality benefitted too much from the aim assist conventions typically reserved for full-auto Weapons in close-range engagements.

Additionally, we want to allow more counterplay against the Longbow by increasing the amount of incoming flinch to compensate for its unrivaled speed and 1-shot-kill zones. Automatic Weapons will have more of a fighting chance in close-range encounters while not hampering the lethal, aggressive playstyle core to its identity.

GLOBAL

CUSTOMIZATION

  • Improved visibility through the glass of the Aegis Imperials Riot Shield Blueprint.
  • Resolved graphical corruption on the hands of the Battle Sister Operator Skin.

MULTIPLAYER

UIX

  • Bug Fixes
    • In the Quick Play filter menu, the Maps widget will now only display Maps available in the selected Modes.
    • Operator unlock Challenges will now properly display the requirements.
    • Removed locked and unobtainable Modern Warfare II Calling Cards from the Customization menu.
    • Completing a Weekly Challenge will no longer display an empty splash notification.
    • In Private Match, the HUD will no longer disappear during the escort phase of Operation Tin Man.

MODES

  • Juggermosh
    • Juggernauts are no longer immune to the following Tactical Equipment: Stun Grenade, Flash Grenade, or Shock Stick.
    • Addressed an exploit allowing players to equip Custom Loadouts.
    • Entering water will no longer cause the player’s Weapon to lose functionality.

WEAPONS & ATTACHMENTS

» Melee «

  • Soulrender
    • Players will no longer experience a delay after throwing Equipment or swapping to the Soulrender.

ZOMBIES

UI/UX

  • Addressed an issue where players could encounter an error message when viewing their Containment Levels from their Player card.

STABILITY

  • Added various crash and stability fixes.

 

 

WARZONE

WEAPONS

» Battle Rifles «

  • BAS-B
    • JAK Outlaw-277 Kit
      • Increased rate of fire to 241rpm, up from 193rpm.
      • Decreased aim down sight rate of fire penalty to 150%, down from 300%.
      • Decreased rechamber time to 264ms, down from 330ms.
      • Removed 50% bullet velocity benefit.
      • Increased target flinch to 1 Newtons, up from 0.9N (+11%).
      • Increased incoming flinch to 0.23 Newtons, up from 0.17N (+35%).
    • Sawed Off Mod
      • Increased incoming flinch to 0.54 Newtons, up from 0.21N (+157%).

» Sniper Rifles «

  • Longbow
    • Modified controller aim assist properties to align with other Sniper Rifles.
    • Increased incoming flinch to 1 Newtons, up from 0.75N (+33%).
    • Increased target flinch to 1.7 Newtons, up from 0.8N (+113%).

 

BUG FIXES

  • Fixed an issue that allowed the Irradiated Perk to plate through any source of damage. It will now correctly only plate through gas damage.

 

WEAPONS

» Submachine Guns «

  • RAM-9
    • Near-Mid Damage decreased to 24, down from 27.
    • Mid Damage decreased to 22, down from 24.
  • HRM-9
    • Max Damage Range decreased to 11.30 meters, down from 12.95.

 

» Melee «

  • Soulrender
    • Players will no longer experience a delay after throwing Equipment or swapping to the Soulrender.

 

GAMEPLAY

  • Gulag
    • Night Vision Gulag has been disabled.
    • Laser attachments have been removed and replaced in Gulag loadouts.

The introduction of the Night Vision Gulag variant provided a fun twist to the 1v1 experience. That said, in order to accommodate it, we had to add lasers to weapons – which subsequently affected the loadouts of every other Gulag variant. We’ve since heard the feedback loud and clear, and we’re no longer fond of these modifiers impacting the overall Gulag experience. As such, we’ve made the decision to disable night vision encounters while we work on splitting Gulag loadouts up to better serve each play space variant. Should we decide to bring this particular experience back, it will be with a unique form of engagement in mind.

 

BUG FIXES

  • Fixed an issue causing the Final Elimination Cam slow motion effect to persist after getting the final elimination with a vehicle.
  • Fixed an issue on Fortune’s Keep that allowed unmanned vehicles to remain attached to the Research Vessel and would eliminate Players that came into contact with it.

 

 

 

 



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