Highlights of the December 10 Update
- Treyarch’s latest update for Call of Duty: Black Ops 6 and Warzone emphasizes weapon balance, aiming accuracy, and headshot potency.
- The developer is dedicated to sustaining weapon variety while enhancing overall gameplay dynamics.
A recent patch released by Treyarch on December 10, 2024, for Call of Duty: Black Ops 6 addresses a range of weapon-related concerns. This update not only impacts Black Ops 6 but also extends to Call of Duty: Warzone.
As a frontrunner in competitive multiplayer gaming and a leading title in the battle royale genre, updates for Call of Duty are essential. Changes made for the multiplayer experience often reverberate into Warzone gameplay. This continuous evolution keeps the community actively assessing the game’s evolving meta, especially as new updates are rolled out.
Specifically, the December 10 update focuses on significant modifications to various Assault Rifles, including fan favorites like the XM4 and AMES 85. Treyarch has also implemented overall improvements to aiming consistency and increased the effectiveness of headshots, as stated in their recent social media updates.
We’ve made reductions to weapon motion across the board today to improve the combat experience. These reductions range from 30% to 75%, depending on weapon and class. This means you’ll notice far more stability while turning, moving, changing stances, and firing, especially… pic.twitter.com/S4iYrDVnUu — Treyarch (@Treyarch) December 10, 2024
A Twitter update from Treyarch showcased an impressive before-and-after video illustrating the improvements in weapon motion across different classes, including SMGs and Assault Rifles. The adjustments are designed to enhance aiming stability, with reductions in motion varying from 30% to 75%, depending on the weapon type.
We’ve also made adjustments to headshot damage to increase the effectiveness of headshots on full-auto primary weapons. In most cases, weapons will require one fewer headshot at all ranges to improve time to kill, with the exception of SMGs at Max Damage Range. — Treyarch (@Treyarch) December 10, 2024
The latest changes concerning headshot damage aim to facilitate lethal strikes at greater distances when employing full-auto primary weapons. Treyarch has indicated that, generally, players will need “one fewer headshot”to achieve a kill across all ranges, though modifications for SMGs at maximum damage ranges are exceptions.
While these advancements generally improve weapon effectiveness, Treyarch has expressed caution against excessively speeding up the Time-To-Kill (TTK) in Black Ops 6 multiplayer. Given the game’s reputation for rapid combat, a fast TTK might hinder players who embrace a more strategic approach to gameplay.
Patch Notes for Black Ops 6 and Warzone – December 10, 2024
Global Changes
Weapons Updates (MP/ZM/WZ)
We have undertaken a detailed overhaul of weapon motion, resulting in reductions aimed at enhancing the overall combat experience. These reductions span from 30% to 75% based on weapon category, culminating in substantially improved stability during movement, stance changes, and firing, especially while aiming down sights (ADS). Our goal remains to enhance gunplay in Black Ops 6, striking a balance between engaging gameplay and the unique attributes of each weapon.
Weapon Motion Adjustments
- Significant reduction in visual recoil across all weapons, particularly for full-auto types.
- Decreased turn sway for all weapons with higher magnification optics.
- Minimized gun kick on higher magnification optics, excluding Sniper Rifles.
- Reduced default idle sway for all weapons except Snipers.
- Additional reductions in idle sway during firing across the board, excluding Sniper Rifles.
- Mitigated weapon motion (bob, translational response, and idle sway penalties) when moving or altering stances while ADS.
- Eliminated excess hip-fire deviation that caused crosshair instability.
The Aiming Idle Sway Delay mechanic now scales idle sway during initial ADS entry, ensuring better alignment between the aiming point and crosshair positioning. Notably, Sniper Rifles now eliminate idle sway altogether, replacing the previous 50% scale reduction.
- Aiming Idle Sway Delay set at 2.2 seconds for all weapons.
- Full removal of Idle Sway for Sniper Rifles.
- Target Laser attachment improves Aiming Idle Sway Delay to 2.9 seconds across all weapons.
Multiplayer Maps
Hacienda
- Updated spawn logic for better gameplay flow.
Game Modes Adjustments
Face Off
- Domination score limit boosted from 100 to 150.
- Kill Order score limit ramped up from 150 to 200.
- Kill Confirmed score limit increased to 100 from 75.
- Team Deathmatch score limit elevated from 125 to 150.
10v10 Moshpit
- Kill Confirmed score limit enhanced from 75 to 100.
- Team Deathmatch score limit raised from 100 to 150.
Prop Hunt
- Increased movement speed for props (excluding Extra Large props).
- Round time limit reduced from 4 minutes to 3 minutes.
- Enabled Prop Hunt in Private Matches.
LTM UpdatesNuketown Holiday
- Fixed visual FX issues affecting players during matches.
Weapons Overview
The discussions surrounding headshot damage within the community have prompted adjustments aimed at enhancing the efficiency of headshots for full-auto primary weapons. Our design philosophy has centered on minimizing inconsistencies, especially in high-mobility situations, while catering to players’ muscle memory regarding headshots.
In most cases, players will need one fewer headshot to achieve a kill at all ranges, with SMGs at maximum damage ranges being the key exception. To balance this change, we are extending the effective ranges for SMGs to reinforce their advantages in close quarters. Additionally, adjustments to the CHF Barrel attachments have been made to bolster their competitive edge relative to newly set default values.
This update is anticipated to meaningfully reshape the weapon meta, particularly when paired with the recent motion adjustments. We will monitor the evolving meta closely to ensure robust variety of weapons remains integral to Black Ops 6 gameplay.
Assault Rifle Modifications
XM4
- Maximum Damage reduced from 23 to 22.
- Maximum Damage Range increased from 16.5m to 40.6m.
- Now features only Maximum and Minimum Damage Ranges.
- Headshot multiplier increased from 1.15 to 1.25.
- CHF Barrel Attachment
- Headshot multiplier raised from 1.25 to 1.3.
AMES 85
- Maximum Damage range altered from 50.8m to 15.2m.
- Now features only Maximum and Minimum Damage Ranges.
- Headshot multiplier elevated from 1.12 to 1.2.
- CHF Barrel Attachment
- Headshot Multiplier upped from 1.25 to 1.3.
- Vertical View Kick and Gun Kick penalty improved from 50% to 45%.
GPR 91
- Maximum Damage Range decreased from 19.1m to 17.8m.
- Headshot multiplier raised from 1.15 to 1.25.
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.2 to 1.35.
- Vertical View Kick and Gun Kick penalty escalated from 50% to 55%.
- Horizontal View Kick and Gun Kick penalty raised from 20% to 25%.
Goblin Mk2
- Maximum Damage upped from 39 to 40.
- Maximum Damage Range cut from 39.4m to 16.5m.
- Headshot multiplier increased from 1.15 to 1.25.
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.4 to 1.5.
- Horizontal View Kick and Gun Kick penalty raised from 20% to 25%.
Model L
- Maximum Damage raised from 27 to 28.
- Headshot multiplier lifted from 1.15 to 1.25.
- CHF Barrel Attachment
- Vertical View Kick and Gun Kick penalty raised from 50% to 55%.
- Horizontal View Kick and Gun Kick penalty raised from 20% to 25%.
AK-74
- Headshot multiplier increased from 1.15 to 1.27.
AS VAL
- Maximum Damage raised from 20 to 22.
- Maximum Damage Range adjusted from 21.6m to 12.7m.
- Medium Damage increased from 17 to 18.
- Minimum Damage increased from 15 to 16.
- Headshot multiplier diminished from 1.3 to 1.24.
War C
- Headshot multiplier elevated from 1.15 to 1.25.
- Increased Sprint to Fire Time from 0.2s to 0.21s.
- Turbo Sprint to Fire Time increased from 0.3s to 0.31s.
- View Kick Strength, Direction, and Deviation slightly adjusted.
- View Kick progresses through its pattern more rapidly.
SMG Adjustments
C9
- Maximum Damage reduced from 29 to 26.
- Maximum Damage Range raised from 13.3m to 15.2m.
- Medium Damage 1 reduced from 23 to 22.
- Medium Damage Range 1 improved from 13.3-16.5m to 15.3-20.3m.
- Medium Damage decreased from 19 to 18.
- Medium Damage Range 2 improved from 16.6–30.5m to 20.4m–33m.
- Minimum Damage reduced from 16 to 15.
- Headshot multiplier improved from 1.1 to 1.27.
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.2 to 1.35.
KSV
- Maximum Damage Range increased from 10.8m to 12.7m.
- Medium Damage Range 1 improved from 10.9–15.9m to 12.8–19.7m.
- Medium Damage Range 2 improved from 16–29.2m to 19.8–31.8m.
- Headshot multiplier improved from 1.1 to 1.25.
- CHF Barrel Attachment
- Headshot Multiplier raised from 1.3 to 1.38.
So much. 22
- Maximum Damage Range increased from 6.4m to 8.9m.
- Medium Damage Range 1 improved from 6.4–16.5m to 9.0–20.3m.
- Medium Damage increased from 28 to 29.
- Medium Damage Range 2 improved from 16.6–27.9m to 20.4–30.5m.
PP-919
- Maximum Damage Range improved from 16.5m to 18.4m.
- Medium Damage 1 increased from 20 to 21.
- Medium Damage Range 1 improved from 16.6–20.3m to 18.5–24.1m.
- Medium Damage 2 raised from 17 to 18.
- Medium Damage Range 2 elevated from 20.4–31.8m to 24.2–34.3m.
Jackal PDW
- Maximum Damage reduced from 27 to 26.
- Maximum Damage Range increased from 15.2m to 17.1m.
- Medium Damage Range 1 improved from 15.3–18.4m to 17.2–22.2m.
- Medium Damage Range 2 improved from 18.5–29.8m to 22.3–32.4m.
- Headshot multiplier improved from 1.2 to 1.27.
- CHF Barrel Attachment
- Headshot Multiplier raised from 1.28 to 1.35.
Compact 92
- Maximum Damage Range improved from 11.4m to 13.3m.
- Medium Damage Range 1 improved from 11.4–15.2m to 13.4–19.1m.
- Medium Damage Range 2 improved from 15.3–26.7m to 19.2–27.9m.
- Minimum Damage increased from 10 to 11.
- Headshot multiplier improved from 1.1 to 1.24.
- CHF Barrel Attachment
- Headshot Multiplier raised from 1.3 to 1.4.
suction
While we are pleased with the Saug’s return to balance, we have recognized the Akimbo and Rapid Fire attachments have been overly effective in close-quarters scenarios. We are thus making specific adjustments to these attachments to maintain balance.
- Maximum Damage Range increased from 11.4m to 13.3m.
- Medium Damage Range 1 improved from 11.4–19.1m to 13.4–22.9m.
- Medium Damage Range 2 improved from 19.2–27.3m to 23–29.8m.
- Headshot multiplier increased from 1.16 to 1.25.
- CHF Barrel Attachment
- Headshot Multiplier raised from 1.24 to 1.3.
- Akimbo Stock
- Damage Range penalty raised from 17% to 25%.
- Hip Spread penalty elevated from 12% to 70%.
- View Kick penalty raised from 15% to 20%.
- Rapid Fire
- Damage Range penalty increased from 10% to 15%.
- Fire Rate improvement decreased from 10% to 7%.
LMG Modifications
XMG
- CHF Barrel Attachment
- Vertical View Kick and Gun Kick penalty increased from 45% to 50%.
- Horizontal View Kick and Gun Kick penalty increased from 20% to 25%.
PU-21
- Maximum Damage increased from 26 to 27.
- CHF Barrel Attachment
- Headshot Multiplier raised from 1.35 to 1.4.
GPMG-7
- Maximum Damage increased from 22 to 23.
- Minimum Damage raised from 18 to 19.
- Headshot multiplier reduced from 1.2 to 1.15.
- CHF Barrel Attachment
- Headshot Multiplier reduced from 1.3 to 1.25.
- Horizontal View Kick and Gun Kick penalty elevated from 20% to 25%.
Melee Weapon Improvements
We are enhancing the attack speeds for melee weapons, particularly those delivering two-hit kills.
Knife
- Melee swing time improved by 7.5%.
Baseball Bat
- Melee swing time improved by 14%.
Power Drill
- Melee swing time improved by 9.5%.
Equipment Adjustments
- Frag Grenade inner radius damage reduced for player survival with Flak Jacket equipped.
User Interface Changes
- Resolved a bug affecting team displays on the minimap based on maximum range.
- Corrected an issue where the “Gentleman’s Handshake” Finishing Move preview animation was incorrect.
Graphics Enhancements:
- Fixed a problem causing player weapons to go missing during benchmark tests.
Stability Improvements:
- Implemented various adjustments to enhance game stability.
Zombies Updates
Maps Overview
Citadel of the Dead
- Fixed a problem triggering an AFK warning when players were active on the map.
- Resolved an issue where loading a save after acquiring four incantations blocked access to the Final Encounter.
- Corrected a bug causing visibility issues with light beams needed for amulet collection if a player disconnected and rejoined.
Weapons Adjustments
- Fixed a glitch where changing default attachments on a Blueprint Weapon didn’t apply correctly in matches.
Stability Enhancements:
- Implemented various fixes to improve stability.
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