Patch Notes Call of Duty: Black Ops 6

Black Ops 6 Season 1 Patch Notes on November 13th

Black Ops 6 Season 01 Patch Notes: New Content Updates!

· 22 min read
Black Ops 6 Season 1 Patch Notes on November 13th

Season 01 of Call of Duty: Black Ops 6 is nearly here, and it brings new content, balance adjustments, and bug fixes. Get ready to dive into new multiplayer maps, modes, weapons, operators, and more as you embark on exciting missions and challenges. Read the full patch notes below.

Black Ops 6 Season 1 Patch Notes:

Season 01 of Call of Duty: Black Ops 6 is imminent! Tomorrow you’ll get your chance to wreak some havoc when Sevati “Sev” Dumas brings home a deal to take down the remaining Pantheon rats.

Until then, check out our Patch Notes for details on New Season 01 Content and the latest balance adjustments, gameplay improvements, bug fixes, and more.

Looking for Warzone Patch Notes? The team at Raven Software has you covered right here.

New Multiplayer Maps 

  • Season Launch 
    • Hideout (6v6) 
      • Sharpen your combat skills in this mid-sized Multiplayer map featuring an extensive training site including target practice, an obstacle course, and a lifelike recreation of a vault and security room to help plan for the next mission to hit the Luttazzi crime family. 
    • Heirloom (6v6, 2v2) 
      • Crash a private showing of Luttazzi family art to create a diversion for the other Rogue Black Ops team as they execute the real job. 
    • Extraction (6v6) 
      • All hell has broken loose in the aftermath of a Crimson One ambush when the attack on the Luttazzis goes sideways. 

New Multiplayer Modes 

  • Season Launch 
    • Ransack 
      • Ransack sees you looting gold bars from crates dotted around the area of operations on 6v6 maps. Once gathered, secure your loot by bringing it back to your team’s stash. 
  • In-Season 
    • Prop Hunt 
      • Prepare for an infamous game of hide-and-seek, as the fan-favorite Black Ops party mode is back! Drop into a Multiplayer map as a Prop or Hunter.

New Weapons (Multiplayer & Zombies) 

  • Season Launch 
    • Krig C – Assault Rifle (Battle Pass) 
      • For a hard-hitting, versatile Assault Rifle that performs well across multiple ranges, look no further than the Krig C. 
    • Saug – SMG - Battle Pass (Battle Pass)
      • Pepper your enemies with a hailstorm of lead using this rapid-fire SMG that’s perfect for breaching and clearing small spaces. 
  • In-Season 
    • Sirin 9mm – Special Weapon (Special Event Reward)
      • Take your game to the next level with this foldable Special category weapon offering full-auto fire with a slow and steady fire rate to help you stay on target up to the mid-range.
    • Power Drill – Melee Weapon (Event Reward)
      • There’s no better tool for the job than the Power Drill, offering a rapid attack speed for quick follow-up hits to get the job done. 

New Attachments (Multiplayer & Zombies) 

  • Season Launch 
    • 12 Gauge Dragon’s Breath (Battle Pass)
      • Add some heat to your Shotgun blasts with incendiary rounds comprised of magnesium sparks that stick to and burn enemies over time. 
  • In-Season 
    • Buffer Weight Stock (Event Reward)
      • The heavier Buffer Weight Stock provides significantly smoother action through the additional resistance met by the bolt carrier group for the XM4 Assault Rifle, XMG LMG, and DM-10 Marksman Rifle. 
    • XM4 Burst Fire Conversion (Event Reward)
      • Convert the XM4 Assault Rifle’s primary firing mode into a three-round burst to help conserve ammo and stay on target. 
    • Kompakt 92 Burst Fire Conversion (Event Reward)
      • Convert the Kompakt 92 SMG’s primary firing mode into an exceptionally rapid three-round burst. 

New Multiplayer Perks 

  • Season Launch Window 
    • Shadow – Strategist 
      • Undetectable to enemy traps and mines. 

New Scorestreak (Multiplayer & Zombies) 

  • Hand Cannon 
    • Available as an Event Reward in the Season Launch Window, this mid-level Scorestreak allows players to equip a massively powerful handgun for a finite amount of time. 
    • The Hand Cannon can also be accessed in Zombies at the Crafting Table under Support. 
New Operators (Multiplayer & Zombies) 

New Operators (Multiplayer & Zombies) 

  • Goliath (BlackCell, Rogue Black Ops, Launch) 
    • Solidify your fiery combat mastery as the molten man of fire himself, Goliath! All biographical information for this Operator has been redacted. 
  • Sevati “Sev” Dumas (Battle Pass, Rogue Black Ops, Launch) 
    • A main player in the Rogue Team after the conclusion of the Campaign, Sev is ready to make a deal with the untrustworthy French Syndicate and is gearing up to take down the rival Luttazzi family to prove it. 
  • The Replacer (Bundle, Rogue Black Ops, In-Season) 
    • There’s no substitute for greatness. The Replacer has concluded his whirlwind Black Ops 6 takeover tour and has freed up some time to appear in-game, available as a Store Bundle shortly after Launch. 
  • Competitor CDL Home and Away Operators 
    • Two new Operators arrive just in time for the 2025 Call of Duty League® season, and both are available (along with a host of other content including a Weapon Camo) in the CDL Store Bundle. The first available Bundle includes the “2025 CDL Home” “Competitor” Operator (Rogue Black Ops), and the “2025 CDL Away” “Competitor” Operator (Crimson One). 
    • Access either of the Competitor Operators to find the location where a variety of incoming Operator Skins will become available, once earned. Expect the following as Season 01 progresses:  
      • CDL Team Packs for the Atlanta Faze, Boston Breach, Carolina Royal Ravens, Los Angeles Guerrillas, Los Angeles Thieves, Miami Heretics, Minnesota Rokkr, Cloud9 New York, Vancouver Surge, Optic Texas, Toronto Ultra, and Vegas Falcons. 
      • Skins unlocked during Multiplayer Ranked Play for Challenge Wins, Gold, Platinum, Diamond, Crimson, Iridescent, Top 250, and Seasonal World Champion. 
      • Skins unlocked during Warzone Ranked Play for Challenge Wins, Gold, Platinum, Diamond, Crimson, Iridescent, Top 250, and Seasonal World Champion. 
The Hit List

New Events 

  • The Hit List (In-Season) 
    • Who’s next? Keep up your luxurious – but slightly corrupt – lifestyle during the Hit List Event. You’re offered up a take-no-prisoners mission: kill or be killed. The Hit List Limited Event gives players a board of contracts with one goal – take them all out. Cross off the entire list and earn some exclusive loot for hire.

New Zombies Directed Mode 

  • Liberty Falls and Terminus 
    • For those players looking to witness the Zombies story with a guided experience to complete the objectives of the Main Quests in Liberty Falls and Terminus, Directed Mode is available at launch.
      • Directed Mode offers direct assistance in completing the Main Quest with objectives listed on-screen.
      • All Side Quests, S.A.M. Trials, and the Rampage Inducer are disabled in this mode.
      • Rounds are capped based on certain steps in the Main Quest progression, with a maximum of Round 15.
      • The chance to earn unique Calling Card rewards for completing the Main Quests for Liberty Falls or Terminus before Directed Mode goes live will expire when Season 01 launches.

GLOBAL 

Ricochet Anti-Cheat 


Here is a message from our partners at Team Ricochet:

Treyarch has delivered several updates to combat disruptive behavior, including: 

  • Enhanced AFK detections to battle against account boosting 
  • Adjusting ping thresholds to require players play matches in their region to cut down on VPN abuse 

To unlock Ranked Play in Black Ops 6, players will need to win 50 match-made multiplayer matches: 

  • This ensures that players are experienced with multiplayer before they enter the mode and gives #TeamRICOCHET a historical match history to examine before an account enters Ranked Play 
  • #TeamRICOCHET also utilizes its Replay Investigation Tool to monitor replays of top players as part of the investigation process 

Detection systems initially deployed at launch from #TeamRICOCHET to collect data to test for effectiveness will be activated to help flag accounts for action beginning with Season 01. 

The security system updates listed above will also be active for Ranked Play in Call of Duty®: Warzone™, which launches at mid-season.  

Armory

  • The Armory will go live in Black Ops 6 in S01 Reloaded when post-Event content is available to unlock.
  • In Warzone, the Armory will be available to unlock at Player Level 24 at Season 01 launch. For more details, check out the Warzone Season 01 patch notes here.

CAMPAIGN

Performance

  • Made improvements to mission intro sequence animations. 

Bug Fixes

  • Updated text for a number of languages localizations. 
  • Addressed various issues that resulted in infrequent game crashes. 
  • Addressed a memory error that was forcing players to restart their game. 
  • Addressed visual fidelity issues with water effects. 
  • Addressed an issue causing the High Contrast setting to be on by default. 
  • Addressed an issue where players would be mistakenly shown an out-of-bounds warning while navigating a mission. 
  • Addressed an issue that would prevent players from completing a mission due to the untimely passing of Gladney. 

MULTIPLAYER

Maps  

  • Lowtown 
    • Addressed an issue where the water would flicker for some players. 
  • Protocol 
    • Adressed an issue where the water would flicker for some players.
    • Adjusted the A S&D bombsite to prevent line of sight from artillery above.
  • Red Card 
    • Addressed an issue where players could get outside of the intended playspace.
  • Vault
    • Adjusted the A S&D bombsite to reduce line of sights from start spawn area. 

Spawns

  • Spawn logic updates across several maps to reduce the chances of spawning near enemies.
  • Adjusted start spawns in Subsonic to prevent damaging opposing enemy team at match start. 

Modes

  • Addressed an issue across several maps where Hardpoint zones could be captured outside of the intended boundaries. 
  • Addressed an issue where incorrect icons could display on the Next Hardpoint lock icon. 
  • Addressed an issue where the bomb in Search & Destroy could not be retrieved if dropped on a destroyed vehicle. 
  • Addressed an issue where the “Time is almost up” line would play too frequently in Gunfight. 

Game Chat 

  • Addressed an issue where some players were unable to hear each other during Intermission (between rounds) and in Post-Game voice chat.  

 Weapons

Throughout the pre-season we have seen a steady and healthy variety of weapon usage. Most weapons sit quite closely in both performance and pick rate, with no weapons dominating in both areas. As such our first round of Season 01 tuning changes will not be introducing any major shifts to the current state of weapon balance, and instead focus on elevating some of the weapons at the bottom of the pack. We are also addressing feedback regarding Assault Rifle damage in Hardcore and completing our adjustments to the shotgun slug attachment.

Reminder: We're using a new Weapon Damage Adjustments tables to identify post-patch damage changes when possible. Need an explainer? Click here! 

All Weapons
  • Adjusted weapon motion while moving and changing stances to improve aiming feel and centering (especially with optics). 
  • Hold Breath focus state will now be maintained while firing if applicable.
  • Improved Weapon depth of field settings when performing a Weapon Inspect.
Assault Rifles 
We are increasing the damage values for some of our Assault Rifles to ensure that they kill in just one bullet in Hardcore modes. The headshot multiplier changes have either kept the bullets to kill with headshots the same or even improved them at some Min Damage Ranges. 

Assault Rifle Adjustments

WeaponAdjustments

XM4

XM4 Damage Adjustments

Damage RangePre-PatchPost-Patch

Maximum Damage Range

— Damage —

21

— Range —

0 - 16.5m

— Damage —

23

— Range —

0 - 16.5m

Medium Damage Range

— Damage —

20

— Range —

16.6 - 40.6m

— Damage —

22⇧

— Range —

16.6 - 40.6m

Minimum Damage Range

— Damage —

17 

— Range —

>40.6m

— Damage —

19⇧

— Range —

>40.6m

  • Additional Adjustments
    • Headshot multiplier reduced from 1.3 to 1.15
  • Attachment Adjustments
    • CHF Barrel Attachment
      • Headshot multiplier reduced from 1.42 to 1.25.

AMES 85

AMES 85 Damage Adjustments

Damage RangePre-PatchPost-Patch

Maximum Damage Range

— Damage —

21

— Range —

0 - 50.8m

— Damage —

23⇧

— Range —

0 - 50.8m

Minimum Damage Range

— Damage —

17 

— Range —

>50.8m

— Damage —

19⇧

— Range —

>50.8m

  • Additional Adjustments
    • Headshot multiplier reduced from 1.25 to 1.12
  • Attachment Adjustments
    • CHF Barrel Attachment 
      • Headshot multiplier reduced from 1.4 to 1.25.

GPR 91

In addition to the Hardcore adjustments, we are further improving some handling times on the GPR 91 to solidify its role within the class.

GPR 91 Damage Adjustments

Damage RangePre-PatchPost-Patch

Maximum Damage Range

— Damage —

21

— Range —

0 - 19.1m

— Damage —

23⇧ 

— Range —

0 - 19.1m

Medium Damage Range

— Damage —

20

— Range —

19.1 - 45.7m

— Damage —

22⇧

— Range —

19.1 - 45.7m

Minimum Damage Range

— Damage —

17

— Range —

>45.7m

— Damage —

19⇧

— Range —

>45.7m

Additional Adjustments

  • Headshot multiplier reduced from 1.3 to 1.15 
  • Sprint to Fire time improved from 165ms to 160ms 
  • Tactical Sprint to Fire time improved from 275ms to 270ms 
  • Slide to Fire time improved from 0.37s to 0.33s 
  • Dive to Fire time improved from 0.45s to 0.42s 

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot multiplier reduced from 1.4 to 1.2 

Goblin Mk2

Like the GPR 91, we are making some small, initial adjustments to the Goblin Mk2 to help it shine as the fastest semi-auto primary. 

Adjustments

  • All movement speeds improved by 0.01m/s (Yes, every little bit matters)
  • Sprint to Fire time improved from 180ms to 175ms 
  • Tactical Sprint to Fire time improved from 290ms to 285ms 

SMGs

SMG Adjustments

WeaponAdjustments

Kompakt 92

The Kompakt 92 can now kill with one headshot in Hardcore modes at its Max Damage Range. Bullets to kill at the Min Damage Range have not changed, but headshots will now be much more effective at that range.

Kompakt 92 Damage Adjustments

Damage RangePre-PatchPost-Patch

Maximum Damage Range

— Damage —

20 

— Range —

0 - 11.4m

— Damage —

20

— Range —

0 - 11.4m

Medium Damage Range 1

— Damage —

17

— Range —

11.4 - 15.2m

— Damage —

17

— Range —

11.4 - 15.2m

Medium Damage Range 2

— Damage —

13

— Range —

15.3 - 26.7m

— Damage —

13 

— Range —

15.3 - 26.7m

Minimum Damage Range

— Damage —

11

— Range —

>26.7m

— Damage —

10⇩ 

— Range —

>26.7m

Additional Adjustments

  • Headshot multiplier improved from 1.05 to 1.1
Shotguns

Strelok Laser Attachment Adjustments

  • Increased the time it takes to reach ADS spread from 20% of Aim Down Sight Speed to 70% of Aim Down Sight Speed 

Slug Attachment Adjustments

  • Slugs allow players to run shotguns as mid-range precision weapons. As a tradeoff, they have limited short range effectiveness if you are not carefully hitting headshots

Shotgun 12 Gauge Slug Attachment Adjustments

WeaponAdjustments

Marine SP

Marine SP 12 Gauge Slug Damage Adjustments

Damage RangePre-PatchPost-Patch

Maximum Damage Range

— Damage —

92 

— Range —

0 - 9.7m

— Damage —

102⇧

— Range —

0 - 2m⇩

Medium Damage Range 1

— Damage —

84

— Range —

9.8 - 15.2m

— Damage —

96⇧

— Range —

2.1 - 12.7m⇩

Medium Damage Range 2

— Damage —

60

— Range —

15.3 - 18.2m

— Damage —

70⇧

— Range —

12.8 - 25.4m⇧

Medium Damage Range 3

— Damage —

49

— Range —

18.3 - 20.7m

— Damage —

50⇧

— Range —

25.5 - 33m⇧

Minimum Damage Range

— Damage —

45

— Range —

>20.7m

— Damage —

45 

— Range —

>33m⇧

Additional 12 Gauge Slug Adjustments

  • Headshot multiplier increased from 1 to 1.5 
  • Upper Torso and Upper Arm multipliers increased from 1 to 1.1 
  • Now increases hip spread by 15% 

ASG-89 

ASG-89 12 Gauge Slug Damage Adjustments

Damage RangePre-PatchPost-Patch

Maximum Damage Range

— Damage —

92

— Range —

0 - 3.8m

— Damage —

102⇧

— Range —

0 - 1.3m⇩

Medium Damage Range 1

— Damage —

84

— Range —

3.9 - 5.3m

— Damage —

70⇩

— Range —

1.4 - 15.2m⇧

Medium Damage Range 2

— Damage —

49

— Range —

5.4 - 12.1m

— Damage —

50⇧ 

— Range —

15.3 - 21.6m⇧

Medium Damage Range 3

— Damage —

33 

— Range —

12.2 - 19.1m

— Damage —

40⇧ 

— Range —

21.7 - 29.2m⇧

Minimum Damage Range

— Damage —

24

— Range —

>19.1m

— Damage —

30⇧

— Range —

>29.2m⇧

Additional 12 Gauge Slug Adjustments

  • Headshot multiplier increased from 1 to 1.5 
  • Upper Torso and Upper Arm multipliers increased from 1 to 1.1 
  • Now increases hip spread by 20% 
Marksman Rifles
We are adjusting handling stats on the burst rifles so that they fit more squarely into their intended roles. The Swat 5.56 has a slower fire rate within each burst and more recoil, making it better suited for mid-range engagements. Meanwhile the AEK-973 has better stability and precision, but a longer burst delay makes it a riskier pick when playing aggressively. We are also significantly reducing the power of the AEK-973 Rapid Fire, which was too strong not to take. 

Marksman Rifle Adjustments

WeaponAdjustments

Swat 5.56

General Adjustments

  • Aim Down Sight Speed improved from 340ms to 315ms 
  • Sprint to Fire time improved from 215ms to 205ms 
  • Tactical Sprint to Fire time improved from 325ms to 315ms 

Attachment Adjustments

  • Rapid Fire Attachment:  
    • Recoil Gun Kick penalty increased from 25% to 30% 
    • Vertical Recoil penalty increased from 25% to 30% 
    • Horizontal Recoil penalty increased from 25% to 30% 

AEK-973

General Adjustments

  • Sprint to Fire time increased from 205ms to 215ms 
  • Tactical Sprint to Fire time increased from 315ms to 325ms 

Attachment Adjustments

  • Rapid Fire Attachment:  
    • Rate of Fire benefit reduced from 10% to 5% 
    • Burst Fire Delay increased from 115ms to 295ms 
    • Recoil Gun Kick penalty increased from 25% to 50% 
    • Vertical Recoil penalty increased from 20% to 50% 
    • Horizontal Recoil penalty increased from 25% to 50% 
Sniper Rifles
We have been monitoring feedback on Sniper Rifles and are making some changes to promote more build diversity and improve the sniping experience before gaining access to a complete attachment set. We are lowering the baseline flinch on all Snipers and reducing the Flinch Resistance given by stock attachments. The resulting received flinch values are much lower up front and just a bit lower overall after equipping the stocks. We are also increasing Aim Walking Movement Speed bonuses on stock attachments to make those choices more valuable. 

Lastly, we are improving the ADS Idle Sway delay by default on all Snipers, meaning that on average there will be less deviation from your point of aim when entering ADS. Our goal is to support the various sniping playstyles you all enjoy through several viable weapon builds. We will continue to monitor weapon and attachment data as well as your feedback to ensure that all sniping playstyles are fun and rewarding in Black Ops 6. 

Sniper Rifle Class Adjustments

  • All snipers now have 1 second of 50% Idle Sway scaling at the beginning of Aim Down Sight 
  • All snipers have had base Flinch Resistance improved by 17% 

Sniper Rifle Adjustments

WeaponAdjustments

LW3A1 Frostline

We see the LW3A1 Frostline falling behind the LR 7.62 and are buffing its handling and Idle Sway to make it a more appealing choice in spite of its more limited one-shot hit locations.

General Adjustments

  • Aim Down Sight Speed improved from 550ms to 535ms 
  • Sprint to Fire time improved from 300ms to 290ms 
  • Tactical Sprint to Fire time improved from 450ms to 430ms 
  • ADS Idle Sway reduced (improved) by about 10% 

Attachment Adjustments

  • Infiltrator Stock Attachment 
    • Aim Walking Movement Speed improvement increased from 0.48m/s to 0.58m/s 
  • Heavy Stock Attachment
    • Flinch Resistance decreased from 60% to 53% 
  • CHF Barrel Attachment
    • Recoil Gun Kick penalty improved from 75% to 50% 
    • Vertical Recoil penalty improved from 65% to 50% 
  • Combat Stock Attachment
    • Aim Walking Movement Speed improvement increased from 0.25m/s to 0.33m/s 
    • Flinch Resistance decreased from 35% to 23% 

SVD

General Adjustments

  • Introduced a delay after firing before a new shot can be queued. This does not change the rate of fire, but prevents accidentally firing extra unintended shots when repeatedly pulling the trigger. 
  • Sprint to Fire time improved from 310ms to 300ms 
  • Tactical Sprint to Fire time improved from 460ms to 450ms 

Attachment Adjustments

  • Infiltrator Stock Attachment
    • Aim Walking Movement Speed improvement increased from 0.5m/s to 0.56m/s 
  • Heavy Stock Attachment
    • Flinch Resistance decreased from 50% to 42.5% 
  • CHF Barrel Attachment
    • Recoil Gun Kick penalty improved from 75% to 50% 
    • Vertical Recoil penalty improved from 65% to 50% 
  • Combat Stock Attachment
    • Aim Walking Movement Speed improvement increased from 0.27m/s to 0.3m/s 
    • Flinch Resistance decreased from 25% to 12.5% 

LR 7.62

General Adjustments

  • Tactical Sprint to Fire time improved from 470ms to 460ms

Attachment Adjustments

  • Infiltrator Stock Attachment
    • Aim Walking Movement Speed improvement increased from 0.43m/s to 0.51m/s 
  • Heavy Stock Attachment
    • Flinch Resistance decreased from 55% to 48% 
  • CHF Barrel Attachment
    • Recoil Gun Kick penalty improved from 75% to 50% 
    • Vertical Recoil penalty improved from 65% to 50% 
  • Combat Stock Attachment
    • Aim Walking Movement Speed improvement increased from 0.2m/s to 0.25m/s 
    • Flinch Resistance decreased from 30% to 18% 

Gunsmith  

  • Various updates to weapon descriptions. 
  • Addressed an issue where stickers would appear in the Decal slot. 

Perks

  •  Slight reduction to Ninja footstep volume.
    • Additionally we’ve made a slight reduction to default footstep volume.
  • Addressed an issue that prevented Gearhead from being able to booby-trap enemy Care Packages.
  • Addressed an issue that prevented Equipment from replenishing with the Scavenger Perk.

Scorestreaks 

  • Archangel 
    • Addressed an issue where the rocket would sometimes explode immediately when firing near a wall. 

Challenges 

  • Addressed an issue where some Daily Challenges were not tracking properly. 

Movement Updates 

  • Addressed a bug causing player to be slowed when shot while mantling. 

Theater 

  • Added Nuketown and Private Match recordings. 
  • Addressed various stability issues when viewing matches. 

UI 

  • Closed an exploit that allowed players to equip Operators they had not unlocked. 
  • Addressed an issue where the AAR could close when entering the Scoreboard tab. 
  • Addressed an issue earned and unearned medals would not display correctly in Collections. 
  • Addressed an issue where the option to select an attachment skin would not be visible for some players. 

Graphics 

  • Addressed an issue where some weapon effects would persist on the character after changing weapons. 

Stability 

  • Added numerous stability fixes. 

ZOMBIES

 
Maps 

  • Terminus 
    • Addressed an issue where defuse progress was sometimes not saved if the player stopped defusing during the Apocalypse Protocol Main Quest step. 
    • Addressed an issue where entering a Kazimir after completing the Main Quest would teleport the player to the boss arena and down them. 
    • Addressed an issue where loading into a saved game after unlocking the Pack-A-Punch machine could cause some doors to have inconsistent collision. 
    • Addressed an issue during the Main Quest where connecting both Node Connectors at the same time would cause overlapping voice lines. 
    • Changed the location of the Ammo Cache on the Seaside Path. 
  • Liberty Falls 
    • Updated the first Mangler whose arm is blown off to always drop a Mangler Cannon instead of only the first Mangler that spawns. 
    • Resolved an issue where Blanchard would not be present during some dialogue.  

Weapon Adjustments

The recent changes to Assault Rifles in Zombies were an unintended carryover from a global weapon tuning pass. We do not intend to inherit all MP weapon tuning without looking at how it affects Zombies tuning as well. 

We have corrected this in this update, while also making a pass on increasing the damage performance of ARs in Zombies. All ARs have had their Pack-a-Punched base damage and overall critical damage increased. While you may see the word "decreased" in a few places, the performance for these weapons is still increased overall! 

Additionally, the HE-1 Launcher has gotten a buff to become more useful at stopping hordes of zombies. When Pack-a-Punched, it will now have more stock ammo and a larger explosion with more overall damage. 

Assault Rifle Adjustments

WeaponAdjustments

AMES 85

AMES 85 Zombies Adjustments

Damage AdjustmentsPre-PatchPost-Patch

Base Pack-a-Punch Damage & Critical Damage Multiplier

— Bullet Damage —

23 

— Crit Multiplier —

4.23x

— Crit Damage —

97

— Bullet Damage —

26⇧ 

— Crit Multiplier —

4.51x⇧

— Crit Damage —

117⇧

AK-74

AK-74 Zombies Adjustments

Damage AdjustmentsPre-PatchPost-Patch

Base Pack-a-Punch Damage & Critical Damage Multiplier

— Bullet Damage —

27

— Crit Multiplier —

4.85x

— Crit Damage —

130

— Bullet Damage —

31.6⇧

— Crit Multiplier —

4.85x 

— Crit Damage —

153⇧

AS VAL

AS VAL Zombies Adjustments

Damage AdjustmentsPre-PatchPost-Patch

Base Pack-a-Punch Damage & Critical Damage Multiplier

— Bullet Damage —

20 

— Crit Multiplier —

5.55x

— Crit Damage —

111

— Bullet Damage —23⇧

— Crit Multiplier —

5.35x⇩

— Crit Damage —

123⇧

Model L

Model L Zombies Adjustments

Damage AdjustmentsPre-PatchPost-Patch

Base Pack-a-Punch Damage & Critical Damage Multiplier

— Bullet Damage —

27 

— Crit Multiplier —4.25x

— Crit Damage —

114

— Bullet Damage —30.5⇧ 

— Crit Multiplier —

4.65x⇧

— Crit Damage —

141⇧

XM4

XM4 Zombies Adjustments

Damage AdjustmentsPre-PatchPost-Patch

Base Pack-a-Punch Damage & Critical Damage Multiplier

— Bullet Damage —

23 

— Crit Multiplier —4.65x

— Crit Damage —

106

— Bullet Damage —25⇧

— Crit Multiplier —

4.65x

— Crit Damage —

116⇧

GPR-91

GPR-91 Zombies Adjustments

Damage AdjustmentsPre-PatchPost-Patch

Base Pack-a-Punch Damage & Critical Damage Multiplier

— Bullet Damage —

23 

— Crit Multiplier —4.6x

— Crit Damage —

105

— Bullet Damage —34.5⇧

— Crit Multiplier —

3.75x⇩

— Crit Damage —

129⇧

Launcher Adjustments

WeaponAdjustments

HE-1

  • Ammo Adjustments
    • Increased Stock Ammo from 5 to 11
  • Explosion Radius Adjustments.
    • Increased Inner Explosion Radius from .4 meters to 3.25 meters
    • Increased Mid Explosion Radius 1.6 meters to 4.1 meters
    • Increased Outer Explosion Radius 3.26 meters to 5 meters
  • Explosion Damage Adjustments.
    • Lowered Inner Explosion Damage from 1045 to 800
    • Increased Mid Explosion Damage from 475 to 600
    • Increased Outer Explosion Damage from 220 to 400

Bug Fixes 

  • Addressed an issue where camos were not being applied to Zombie Builds. 
  • Closed an exploit that allowed players to have 3 weapons. 
  • Addressed an issue where Wallbuy rarity would reset when loading into a save. 
  • Addressed an issue where yellow damage numbers would appear when hitting a critical spot with the Ray Gun. 

Perks

  • Quick Revive
    • Dying Wish Augment 
      • Addressed an issue where Dying Wish could activate when diving from large heights while protected from fall damage. 
  • Elemental Pop 
    • Addressed an issue where Elemental Pop would prevent normal Ammo Mod activations. 
  • Jugger-nog 
    • Turtle Shell Augment 
      • Turtle Shell will now apply damage mitigation when being grabbed by an Amalgam.  
  • PHD Flopper 
    • Addressed an issue where diving onto an elevated or inclined surface, such as stairs or up a hill, would not activate the perk. 

GobbleGums 

  • Addressed an issue that prevented players revived by Near Death Experience from keeping all their Perks. 

Field Upgrades 

  • Adjusted the description for the Energy Mine to no longer say it deals Electrical damage to accurately reflect the damage type. 
  • Increased Dark Flare damage from 25% to 40% of the base zombie max health per tick. 
  • Addressed an issue where an extra charge on Field Upgrades would be lost when loading a save. 

Support

  • Addressed an issue that could cause the Mutant Injection to end early when near water. 
  • Addressed an issue that allowed the player to pick up a Sentry Turret while using Mutant Injection. 
  • Reduced self-damage from the LDBR. 

Save & Load 

  • Closed an exploit that allowed keeping a save file after it had already been loaded. 

Enemies 

  • Addressed an issue where zombies charmed by Brain Rot could prevent the player from completing an exfil. 
  • Addressed an issue where loading a save would disable the rampage inducer if it was active. 
  • Addressed an issue where zombies would throw guts at the end camera if the player leaves the match to end the game. 
  • Terminus 
    • Addressed an issue where rarely the round would not end after killing all zombies. 
    • Addressed an issue where the Amalgam could grab the player while slowed. 
    • Addressed an issue where the Amalgam could pull players into walls causing them to get stuck. 
    • Addressed an issue where diving while being hit by knockback from Patient 13 could push the player further than intended. 
  • Liberty Falls 
    • Addressed an issue that prevented the Abomination from spawning inside Fuller’s Liberty Lanes. 
    • Addressed an issue where the Abomination could fire off a beam attack before leaving a spawn closet. 

Activities 

  • Addressed an issue that would prevent one elite from spawning consistently during exfil from rounds 16 onward 
  • Updated S.A.M. Trials that required the player to not take damage to display a progress bar instead of a timer. 
  • Terminus.
    • Addressed an issue where players would be able to use Equipment, Scorestreaks, and fire weapons during the Boat Race awards sequence. 

XP Earn Rates 

  • Addressed an issue where XP was being awarded to all weapons being used in an assist instead of just the last one. 
    • If two weapons were used in an assist only the last one used by the players getting the assist will be awarded XP. 

Challenges 

Addressed an issue where Wall Buys would not progress the Prestige 8 Challenge Value Town. 

  • Addressed an issue where Legendary GobbleGums would progress the Ultra Prestige 8 Challenge Full Power instead of Ultra GobbleGums. 
  • Addressed an issue where the Liberated Challenge could be completed by saving and quitting before starting the final encounter. 
  • Addressed an issue that would complete the Social Distancing and Invincible Challenges by joining a game in progress. 
  • Addressed an issue that would complete the Harbinger of Doom Challenge when loading into a saved game and using a Scorestreak. 
  • Addressed an issue where the Prestige 5 Challenge Fire & Forget would mention needing a Bombing Run medal instead a Lethality medal. 
  • Addressed an issue where the player would not complete Outrageous Challenge until Round 16 instead of Round 15. 
  • Addressed an issue where loading a save past Round 25 would complete the Sticks N’ Stones Challenge. 
  • Addressed an issue where the Dark Journey Challenge could show as not complete when unlocking Nebula on 33 weapons and being awarded the Calling Card. 

AFK Detection  

  • We have updated the detection logic to determine if a player is AFK during an active match. 
    • This should reduce the amount of false positive AFK kicks in Zombies. 
  • Added AFK Kick warning UI to ZM 

UI 

  • Updated visuals on all GobbleGums to improve readability. 
  • Addressed an issue where the Boat UI would overlap with the Map with the Central Command HUD preset. 
  • Addressed an issue where the Drop Node Connecter prompt during the Terminus Main Quest would overlap with the Map with the Central Command HUD preset. 
  • Addressed an issue where the Round number would initially be displayed incorrectly when loading a save. 
  • Addressed an issue where the Weapon Stats on the AAR would show the loadout players started with instead of the loadout they ended with.
  • Addressed an issue where some items would show the wrong text on the Tac Map when pinged. 
  • Removed Multiplayer information from Melee Weapon descriptions. 
  • Added a Highest Round icon to the AAR when reaching a new personal highest round. 
  • Added a timer to the scoreboard. 
  • Added a notification when picking up Intel. 

Graphics 

  • Addressed an issue on PS4 where some effects would stop rendering at higher rounds. 
  • Addressed an issue where some effects for the Mutant Injection were not working when Sprinting. 
  • Addressed an issue where the character effects from Brutus would be present during Mutant Injection. 
  • Liberty Falls 
    • Addressed an issue where some damaged vehicles would not have smoke effects.  

Stability 

  • Addressed an issue where the game could crash when attempting to start a solo match after playing in splitscreen. 
  • Addressed an issue where sometimes the player would be unable to Save & Quit with the error "The game failed to save for an unknown reason. Try again later." 
  • Added numerous stability fixes. 

Source: Call of Duty


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