Verdansk, l’epidemia colpisce Downtown: al via il “contenimento” nel distretto finanziario

Verdansk, l’epidemia colpisce Downtown: al via il “contenimento” nel distretto finanziario

Profilo di Stak
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Zombie Downtown – Activision ha da poco pubblicato un nuovo aggiornamento sul suo sito ufficiale, dal quale viene segnalato che l’epidemia zombie che sta colpendo ultimamente Verdansk continua a spostarsi e cresce d’intensità.

Dopo essere sbarcati con il relitto della nave Vodianoy sulle spiagge di Verdansk, ed aver contaminato la prigione, il porto e l’ospedale l’infestazione zombie prosegue apparentemente inarrestabile anche nel resto della città, andando a colpire proprio il cuore “economico” della nostra amata mappa a Downtown.

Gli zombie hanno infatti invaso la banca, costringendo finalmente le autorità locali (fino alla settimana scorsa ancora convinti che fosse tutto “sotto controllo”) ad intervenire ed a mettere sotto contenimento tutto il distretto finanziario di Verdansk.

L’ultimo bollettino pubblicato dalle autorità tende comunque ancora a sminuire l’evento, e leggendo il comunicato (che troverete allegato poco in basso) si può notare come si continui a parlare di “piccoli episodi” di contagio.
La situazione sarà in realtà ben più grave, ma al momento chi siede nella “stanza dei bottoni” e guida Verdansk sembra ancora stordito ed impreparato…al punto che si brancola nel buio anche sulle teorie per le quali si sarebbe manifestata questa epidemia.

Agli operatori, neanche a dirlo, viene comunque chiesta la massima attenzione. Come sempre è stato caldamente consigliato di aprire il fuoco non appena si vedono gli ostili, che sono considerati estremamente letali e pericolosi.

Bollettino Zombie a Downtown

Attention all Verdansk Operatives.

The Emergency Broadcast System has issued a minor contagion warning for the Acropolis National Bank within Downtown Tavorsk’s Financial District, effective immediately. Although the origin of this current outbreak is unknown, Armistice researchers have settled on three theories:

The leading explanation, based on tracking data across Operators, suggests that Armistice members taking part in operations within previously contaminated points of interest that have since been fumigated – the Shipwreck, Zordaya Prison Complex, and Verdansk Hospital – travelled to this central bank for extraction via the helipad. This would explain the prevalence of all three deadly mutations found within hostile forces occupying the bank interior.

An alternative report displayed recent evidence of contaminated matter within the vault’s safety deposit boxes, which were left open for an unknown time period following Operation Strongbox.

The third, which has been rejected for a lack of tangible evidence, claims that these hostile creatures have a natural attraction for fiat currency, although this is the only explanation that aligns with unusual reports of “several hundred dollars, ammunition, and other miscellaneous items” extracted from them following engagements.

Regardless of the exact origins of this new contaminated zone, the following guidance has been approved for all military Operators on duty within the greater Tavorsk area:

Continue to exercise extreme caution when conducting operations within or around the Financial District point of interest. Hostile forces are considered to be extremely dangerous and contain numerous mutations within their ranks previously only seen in other anomalous zones.

Alert: Containment Protocol Engaged

Following the past month of unusual activity around Southern Verdansk and to reduce further spread of aforementioned phenomena, Armistice is officially instating a Containment Protocol across the entire region of Verdansk.

As outlined in the Armistice Code of Operations, stage one of this protocol – monitoring and assessing current crises – is in effect. Data indicating current outbreak spread will be transmitted to secure areas within the region.

Furthermore, Operators are to assist with containment efforts by neutralizing these threats on sight, in addition to the main objectives of Operation Rapid Sunder. Following exfiltration, Operators are to immediately report to Armistice-approved fumigation sites, complete required questioning about potential contacts, and present optional proof of complete hostile eradication for commendations, although this elective step may be performed within Verdansk at the Operator’s own peril.

Up until the date of this issuance, infestation levels remain steady, given the lack of severe outbreak outside of individual areas within Southern Verdansk. These levels will be subject to change based on current outbreak conditions.

You are encouraged to stay frosty and execute the mission.

 

Se Activision sta cercando di costruire questo evento epidemia con una sua credibile “logica”, è plausibile pensare che il centro della città (downtown) sia l’ultimo punto prima che la pandemia zombie dilaghi su vari punti della mappa.

Non ci resta che attendere la prossima settimana per scoprire cosa accadrà alla nostra amata Verdansk…nel frattempo ricordate: massima prudenza in zona Downtown, da questa sera siamo sicuri che quella diventerà una delle più calde di tutta Verdansk.

Cosa ne pensate community?
La discussione, come sempre, è aperta!

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Warzone: Zlaner svela il suo M16 “2-Shoot”

Warzone: Zlaner svela il suo M16 “2-Shoot”

Profilo di Stak
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M16 Warzone – Benvenuti in un nuovo speciale interamente dedicato alle migliori armi/versioni viste in azione su Call of Duty Warzone.

A pochi minuti dall’uscita dei nuovi bilanciamenti della midseason patch, vogliamo concentrarci su di una versione estremamente forte del fucile d’assalto a raffica M16. Per chi non lo ricordasse, l’M16 è stato uno dei fucili più dominanti di Verdansk, quando gli AR che sparavano a raffica andavano molto di moda in battle royale.

Oggi l’M16 torna con una versione molto “standard”, che tuttavia non vedevamo da moltissimo tempo in azione su Warzone.

La proposta di questa versione proviene dal celebre Zlaner, uno dei content creator più stimati e seguiti della scena del BR Activision. Secondo Zlaner, questo fucile può rapidamente trovare spazio ai più alti livelli del meta delle armi.

Queste considerazioni assumono maggiore forza specialmente se si considera che con la recente patch sono stati colpiti tanti degli AR più dominanti del gioco. Tra questi anche l’STG44, l’XM4 ed ancora una volta l’AK47.

Sperando che questa versione possa esservi utile, andiamo a vedere i dettagli della classe proposta da Zlaner:

Loadout per M16 consigliato da Zlaner

Loadout per M16 2Shoot consigliato da ZLANER

Cosa ne pensate di questa versione community? Proverete questo M16 al posto del vostro AK o del vostro STG attualmente montato nella classe principale?

La discussione, come sempre, è assolutamente aperta!

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Buff alla vita anche su Rebirth, Rischieramenti meno costosi e lobby più “piccole” con la nuova patch di Warzone!

Buff alla vita anche su Rebirth, Rischieramenti meno costosi e lobby più “piccole” con la nuova patch di Warzone!

Profilo di Stak
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Warzone Lobby & Novità – Delle novità assolutamente “clamorose” quelle svelate pochi minuti fa dagli sviluppatori di Activision…

Con la midseason patch della season 3, oltre agli update già noti per le armi (troverete i dettagli qui), abbiamo infatti scoperto che cambieranno alcune caratteristiche “fondamentali” delle normali partite in BR.

Per cominciare, si segnala che da oggi sarà attivo anche su Rebirth il buff ai punti vita degli operatori.

Come per Caldera quindi, la vita di tutti i personaggi è stata aumentata da 100 a 150.

Questo andrà certamente a rendere più difficile l’esecuzione di una kill, ma al contempo andrà anche a premiare maggiormente la skill rispetto alla “casualità”.

Meno giocatori nelle lobby di Warzone: da 150 a 120! 

Su Caldera assistiamo poi forse al cambio più “drammatico” tra quelli ipotizzabili: una drastica riduzione dei giocatori  di Warzone per lobby da 150 a 120. Trovare dei nemici sarà ancor più difficile di quanto non lo sia mai stato…ma questo dovrebbe anche rendere molto più veloci le lobby in fase di composizione.

Al momento comunque non sembrano essere i server la causa di questa decisione, quanto più l’esistenza dei nuovi Token per il Gulag ed il Rischieramento. Questi due contenuti renderanno più semplice tutta la meccanica del gulag, e permetteranno ai giocatori di poter morire più volte.

Per evitare situazioni con “troppi giocatori” e per “troppo tempo”, i devs hanno quindi deciso di tagliare la “testa al toro”, riducendo alla radice il numero di player.

In questo senso, si nota che anche il Rischieramento vero e proprio è stato reso più semplice. A differenza dei soliti 4 mila Dollari, per rischierare un compagno ce ne serviranno solamente 3 mila. Non solo, perchè anche una volta morti perderemo meno soldi di prima.

Se fino ad oggi alla nostra morte perdevamo l’80% delle nostre ricchezze, oggi ne andremo a perdere “solamente” la metà. Morendo con 2K Dollari, torneremo in campo con 1000 Dollari nel portafogli.

A tutto questo va anche aggiunto che saranno disponibili molti più Kit dell’auto-rianimazione in giro per le mappe di Warzone. Tutte queste misure ci portano a pensare che il TTK di Warzone si alzerà sensibilmente nelle prossime settimane, e che sarà più difficile confermare una kill.

Warzone, in arrivo il PERK anti-cecchini, ed i Token per il Gulag/Rischieramento GRATIS!

La sezione delle note della patch dedicata a questi contenuti (Lobby Warzone e altro): 

  • Player Count Adjustment | Caldera Battle Royale Modes
    • Reduced total Player count per match to 120

“With the addition of new second-chance mechanics, we are very conscious of making sure the mid-game doesn’t feel unfairly claustrophobic compared to the current Battle Royale pacing. We will therefore be trialing a slightly reduced Player count across all core Battle Royale squad sizes,” Raven devs stated.

“We will be carefully reviewing sentiment and data to make sure that the engagement pacing remains more or less in line with the current experience and that Players can still pursue new personal records.”

  • Decreased Buyback Cost All Maps & Modes
    • Decreased Buyback cost to $3,000, down from $4,000

Note: We want to support Players being able to get back into the game. We felt that $4,000 was an often unattainable cost, especially at $12,000 for a full squad in Quads. This slight reduction should provide more chances for Players to more readily get back to a full squad.

  • Death Tax Adjustment | All Maps & Modes (Except Plunder)
    • Adjusted the tax upon death from 80:20 to 50:50

Note: Upon review, the death tax felt overly punishing, as well as making it tougher for Players to track how much cash they’d still have when returning from the Gulag. We are going to trial this new 50:50 split and carefully monitor the impact it has on the global cash economy.

New “Gulag Entry” Token & “Redeploy Extraction” Token

  • New Lootable “Gulag Entry” Token | Caldera Battle Royale Modes
    • This new lootable token allows Players to reenter the Gulag upon death.
    • When the Gulag closes, Players will be rewarded with cash if they still hold a token.
    • Per the normal Battle Royale rules, Players will still start each match with a single Gulag Entry token in their inventory.
    • Players can only carry one of these tokens at a time.

Note: We’ve really enjoyed seeing the response to our recent “infinite Gulag” LTM’s and wanted to bring an element of this across to core Battle Royale. 

  • New Lootable “Redeploy Extraction” Token | Caldera Battle Royale Modes
    • This item allows a Player, upon death, to skip the Gulag and redeploy after a short countdown.
    • If the Player still has their original Gulag Entry from the match start, they will retain it.
    • When the Gulag closes, Players will be rewarded with cash if they still hold a token.
    • Players below a redeploying enemy will be notified.
    • Players can only carry one of these tokens at a time.

Note: Similarly to the “Gulag Entry” token, we felt there was an opportunity for an additional rare item that allows redeployment on death – and that’s the role that the new ground loot item, “Redeploy Extraction” fills. 

  • Increased Lootable Self-Revives Caldera Battle Royale Modes
    • The spawn rate of lootable Self-Revive tokens has been increased.

 

Cosa ne pensate di tutte queste novità community? Fatecelo sapere nei commenti! La discussione, come sempre, è aperta!

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Nuova patch di Warzone: Nerf per STIM, Skin di ROZE e molte armi popolari!

Nuova patch di Warzone: Nerf per STIM, Skin di ROZE e molte armi popolari!

Profilo di Stak
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Da pochi minuti sono stati svelati i dettagli della nuova patch di COD Warzone! L’aggiornamento prende il via oggi con il cambio playlist ed un corposo numero di novità.

Oltre ai vari cambiamenti di cui abbiamo già parlato in un precedente post, vengono pubblicati oggi numerosissimi bilanciamenti per armi ed altri contenuti di gioco… Andiamo a vedere tutti i dettagli…

Per prima cosa si segnala il nerf per la celeberrima Skin di Roze. Per questo modello è stata infatti aumentata la luminosità del 70%… Un nerf decisamente importante, che speriamo contribuisca, una volta per tutte, a rendere più visibile questo fastidiosissimo modello.

Nerf anche per la STIM, che adesso, quando usata, vedrà il suo potere di rigenerazione della vita interrotto non appena riceveremo il primo colpo (ricordate cosa era accaduto ad Aydan?).

Il “buff” più importante è invece quello destinato alla vita degli operatori, che da oggi sale da 100 a 150 anche su Rebirth Island.

Non solo però, perchè i devs hanno anche deciso di pubblicare numerosissimi nerf/buff per le armi. Tra le colpite moltissimi AR (tra cui l’AK47, di nuovo), ma anche SMG e fucili tattici.

La Claymore, la mina di prossimità, il Semtex ed i coltelli da lancio sono stati tutti potenziati nei loro danni.

  • Ricevono un nerf (di varia entità) le seguenti armi: Ak47, STG44, C58, Cr56 Amax, Fara 83, XM4, ZRG, Pelington, Milano, Lapa, OTS9, Armaguerra, Owen, Welgun
  • Ricevono invece un buff: Cooper, AS44, Nikita AVT, Itra Burst, NZ41, Vargo 52, Volkssturmgewehr, SVT, M1916, M1 Garand, 3 Linee 

Decisivo nerf anche per molti shotgun, con i seguenti che perdono il 20% di tutti i loro danni:

  • Streetsweeper
  • Gallo SA12
  • JAK-1
  • Origin 12
  • R9-0
  • Gracey Auto

Osserviamo di seguito la lista completa con tutte le varie modifiche:

Stim Shot nerf (In-Season)

Stim Shots have become hugely divisive in Warzone, granting players a huge movement boost, with more speed and agility than ever before.

After months of complaints, Raven have finally confirmed that a nerf to Stims will be arriving at some point in Season 3.

Full Warzone Season 3 Reloaded patch notes

Below are the full patch notes for Season 3 Reloaded:

Counterplay

  • New Perk “Serpentine”
    • Reduces incoming damage if the Player is sprinting.
  • New Lootable Perks | All Maps & Modes
    • Serpentine
    • Tune Up
    • Tracker
    • Hardline
    • Kill Chain
    • E.O.D.
  • New Field Upgrade “Radar Jammer” | All Maps & Modes 
    • Players can deploy this Field Upgrade to scramble the Tac Map of enemy Players and prevent airborne Killstreaks from being used in the localized area.
    • Has an effective radius of 125 meters
    • Effect lasts for 45 seconds
    • Susceptible to being hacked by a Player with an Engineer Perk
    • Can be attached to vehicles to become mobile
  • New Lootable Loadout Drop Markers | Caldera Modes
    • Ground loot now includes a rare chance to spawn a Loadout Drop Marker

Movement

  • High Value Loot Zones | Caldera Modes
    • These zones are represented on the Tac Map by a very appropriate “$” sign and will provide the best looting opportunities.
  • New Underground Transit System | Caldera Modes
    • New fast travel system with 14 access points, indicated on the Tac Map and minimap by a silver “vault door” symbol.
    • A lighting system will provide intel and help navigate Player decisions.
  • New Lootable “Speed Boost” Power-Up | Caldera Modes
    • Grants Players a considerable increase in movement speed.

We’ve added the Speed Boost Power-Up from Clash into core Battle Royale, as we liked the advanced movement plays that it enables. Just like in Clash, this powerup is activated immediately on pickup so use this temporary speed boost wisely.

  • New “Occupation Scan” Public Event | Rebirth Island Modes (Except Blood Money & Payload)
    • Any Players standing or crouching while the scan takes place will have their location exposed on the Tac Map for all to see. Players will be informed to go prone prior to the sweep.

Movement represents an opportunity for memorable engagements and encounters. With “Occupation Scan”, we wanted to develop a Public Event where movement – or lack thereof – is core to the experience. This Public Event really brings Lethals and Tacticals like Gas Grenades and Molotovs into consideration – you can use them to flush enemies out of hiding to expose them on the Map.

  • Stim Adjustments | All Maps & Modes In-Season
    • Slide modifier has been reduced
      • The slide modifier was simply too extreme. While we believe that sliding movement should be buffed when a Player is using a Stim, it still needs to fit within limits.
    • Added a Weapon damage (received) interruption effect
      • If a Player receives Weapon damage, the healing effect will be interrupted. The previous mechanic allowed Players to repeatedly heal themselves while actively taking damage – which is not the intent of this tool.

We have enjoyed watching the recent shift in the use of Tacticals where Stims have become more commonplace and offer new, high-skill plays. That said, the above are two areas where we have felt it necessary to finetune the balance.

Playtime

  • New Lootable “Gulag Entry” Token | Caldera Battle Royale Modes
    • This new lootable token allows Players to reenter the Gulag upon death.
    • When the Gulag closes, Players will be rewarded with cash if they still hold a token.
    • Per the normal Battle Royale rules, Players will still start each match with a single Gulag Entry token in their inventory.
    • Players can only carry one of these tokens at a time.

We’ve really enjoyed seeing the response to our recent “infinite Gulag” LTM’s and wanted to bring an element of this across to core Battle Royale. 

  • New Lootable “Redeploy Extraction” Token | Caldera Battle Royale Modes
    • This item allows a Player, upon death, to skip the Gulag and redeploy after a short countdown.
    • If the Player still has their original Gulag Entry from the match start, they will retain it.
    • When the Gulag closes, Players will be rewarded with cash if they still hold a token.
    • Players below a redeploying enemy will be notified.
    • Players can only carry one of these tokens at a time.

Similarly to the “Gulag Entry” token, we felt there was an opportunity for an additional rare item that allows redeployment on death – and that’s the role that the new ground loot item, “Redeploy Extraction” fills. 

  • Increased Lootable Self-Revives Caldera Battle Royale Modes
    • The spawn rate of lootable Self-Revive tokens has been increased.

Upon review we felt that Self-Revives were too rare in ground loot for something so easily and readily available in Buy Stations so their chance of ground loot availability has been increased.

  • Player Count Adjustment | Caldera Battle Royale Modes
    • Reduced total Player count per match to 120

With the addition of new second-chance mechanics, we are very conscious of making sure the mid-game doesn’t feel unfairly claustrophobic compared to the current Battle Royale pacing. We will therefore be trialing a slightly reduced Player count across all core Battle Royale squad sizes. We will be carefully reviewing sentiment and data to make sure that the engagement pacing remains more or less in line with the current experience and that Players can still pursue new personal records.

  • Increased Downed Movement Speed | All Maps & Modes
    • Increased the speed at which a Player moves while in the downed state.

We felt the downed movement speed needed a review, primarily to allow Players who get downed a chance to get themselves to a safer space to allow for a revive. This is a small change on the surface that has allowed for more interesting outcomes during internal playtests.

  • Decreased Buyback Cost All Maps & Modes
    • Decreased Buyback cost to $3,000, down from $4,000

We want to support Players being able to get back into the game. We felt that $4,000 was an often unattainable cost, especially at $12,000 for a full squad in Quads. This slight reduction should provide more chances for Players to more readily get back to a full squad.

  • Death Tax Adjustment | All Maps & Modes (Except Plunder)
    • Adjusted the tax upon death from 80:20 to 50:50

Upon review, the death tax felt overly punishing, as well as making it tougher for Players to track how much cash they’d still have when returning from the Gulag. We are going to trial this new 50:50 split and carefully monitor the impact it has on the global cash economy.

Quality of Life improvements

  • Expanded Squad HUD
    • New HUD elements include:
    • Total Squad Cash
      • An icon will appear if a Squad can afford a Loadout Drop
      • An icon will appear when Player Buyback costs are met
    • Armor Plate counter for each Squad member
      • For those times when your mates tell you they have “no plates left”… 👀
    • Possession icons for:
      • Gas Mask
      • Kill Streak
      • Self-Revive
      • Keycards
      • Gulag Entry Token
      • Redeploy Extraction Token
  • Improved Footstep Audio
    • The team has completed a reprioritization pass of NPC footstep audio relative to other crucial gameplay sounds to prevent voice culling of NPC footsteps.
  • Ranged Weapon Melee Damage Reduced
    • Gunbutting now requires 4 successive hits to eliminate a target, up from 3.
    • Pistols require 4 hits on a target with 250 health.
  • Slide Camera Lock
    • We have addressed the horizontal camera locking that would occasionally happen if a Player was sliding while navigating a slope or stairs.
  • Incoming Killstreak Warning Banner 
    • Moved the banner to appear below the Weapon reticule to prevent visual obstruction.
  • Menu Browsing Interruption
    • Players will no longer be brought back to the front end lobby when the party host queues into matchmaking.
  • Buyback Player Prioritization 
    • The Buy Station interface will prioritize dead Squad members by listing them first.
  • Weapon Trade Station Updated
    • Perk Satchels added to Epic, Legendary, and Fire Sale trades
  • “Ghost” Perk Adjustment
    • Reduced Player movement speed threshold required to trigger the Perk.
  • Spawn Protection Value Adjustment
    • Players with a visible shield will take 25% reduced damage
  • Armored Truck Adjusted | In-Season
    • Decreased Health
    • Decreased Turret Damage
    • Associated Sabotage Contracts are no longer available in Solo game modes

Other adjustments

  • Lethals
    • Frag Grenade
      • Damage increased by 24.5%
    • Throwing Knife
      • Damage increased by 20%
      • Hits to the upper torso and head will one-shot down
    • Claymore
      • Damage increased by 20%
    • Proximity Mine
      • Damage increased by 24.5%
    • Semtex
      • Damage increased by 5%

With each update we continue to tune and balance across the board. With health increasing we have taken the opportunity to adjust the damage on most lethals to keep them in a space where they cannot be ignored.

  • Health Increase | All Maps & Modes (Except Iron Trials)
    • Player core Health has been increased from 100 to 150 across all modes, including Private Matches (totaling 300 when factoring in Armor Plates).

We’ve seen the positive reception to the increased Player health in Battle Royale and we are now rolling this out globally across all game modes. Having a consistent core Health experience is important so that Players can develop trust in both their Weapons and their engagements as they play different modes and we are happy to now be rolling this out globally. Thank you for your feedback, which informed this change.

  • Ground Loot | All Maps & Modes
    • Adjusted to accommodate new Weapons and new builds
    • Common and Uncommon Weapons have been upgraded to feature more Attachments to enable more early game confidence in Weapons you acquire:
      • Common (white) rarity items now have 3 Attachments, up from 2
      • Uncommon (green) rarity items now have 5 Attachments, up from 4
  • Gulag Loadouts | Caldera Modes  
    • Loadouts have been refreshed!

Each Weapon features more Attachments, enabling you to return to the field with a Weapon equal to a rare ground loot configuration which should help when recovering from an unfavorable position.

BUG FIXES

  • 1 Fixed an issue that was preventing 120Hz support on Xbox Series consoles.
  • 2 Fixed an issue which caused a client crash when using FMJ and Dismantle on the same Weapon.
  • 3 Fixed an issue that would occasionally cause a sliding Player to get stuck in the Buy Station interface.
  • 4 Fixed an issue that would occasionally cause a crouched Player adjacent a wall to get stuck in the Buy Station interface.
  • 5 Fixed an issue which caused the Loadout Menu to randomly appear when playing a match.
  • 6 Fixed an issue causing the Welgun (VG) to not have the Frangible ammunition Attachment.
  • 7 Fixed an issue which caused the 3-Line Rifle (VG) to fire slightly to the left.
  • 8 Fixed an issue which caused the Kong Finishing Move to not throw enemies the correct distance.
  • 9 Fixed an issue which caused Calling Card names to display placeholder text.
  • 10 Fixed an issue which caused Tracers in the Poison Sky Mastercraft Bundle to not appear correctly.
  • 11 Fixed an issue which caused some Weapon Attachments to appear misaligned in their Dynamic Icons
  • 12 Fixed an issue where the “Perks of the Job” Mission named the incorrect Perk required.
  • 13 Fixed an issue which caused the Unlock Mission for the “Weaver” Operator to say “Coming Soon.”
  • 14 Fixed an issue which caused the TEC-9 (BOCW) to not display the 36 Rnd Speed Mag during gameplay.
  • 15 Fixed an issue which caused the Player’s view to be obstructed when ADS-ing with the Adler “Tortured and Rescued” Operator Skin.
  • 16 Fixed an issue which caused flickering textures on Heavy Weapon Drop Crates.
  • 17 Fixed an issue which caused several Vanguard Melee Weapons to display the same codename
  • 18 Fixed an issue which caused the UGR (BOCW) to experience unintended damage reduction when the EOD Perk and Explosive Rounds Magazine Attachment were equipped.

KNOWN ISSUES

Image of the Warzone Trello Board

For a list of other known Warzone issues, please check out our dedicated Trello Board.

Weapons

New weapon

New submachine gun weapon Blixen
  • H4 Blixen: Submachine Gun (VG)
    • This hard-hitting SMG offers mobility and accuracy in medium range engagements.
    • Unlock Challenge: Get 3 Slide Kills in a single match 15 times.

Weapon adjustments

Assault Rifles

  • AK-47 (BOCW)
    • Neck Damage Multiplier decreased to 1.15, down from 1.2
    • 20″ Spetsnaz RPK Barrel 
      • Reduce Recoil Control from +8.5 to 7.5%
  • AS44 (VG) 
    • Initial Recoil slightly decreased
    • Bullet Velocity increased by 3.56%
    • Now has a functioning On-Hand perk
  • Assault Rifle Charlie (VG)
    • Headshot Damage Multiplier increased to 1.85, up from 1.5
      • .30-06 20 Round Fast Mags
        • Magazine Capacity increased to 30, up from 20
      • 8mm Klauser 30 Round Mags
        • Magazine Capacity increased to 40, up from 30
      • .50 BMG 30 Round Mags
        • Magazine Capacity increased to 40, up from 30
        • Bullet Velocity scale from 1.1 to 1.2
      • .50 BMG 40 Round Mags
        • Magazine Capacity increased to 60, up from 40
        • Fire Rate Multiplier decreased to -15% down from -10%
  • Cooper Carbine (VG)
    • Bullet Velocity increased by 4.55%
  • C58 (BOCW)
    • Neck Damage Multiplier decreased to 1.1, down from 1.2
  • CR-56 AMAX (MW)
    • Max Damage decreased to 31, down from 35
    • Min Damage decreased to 24, down from 31
  • FARA 83 (BOCW)
    • Min Damage decreased to 22, down from 23
  • Nikita AVT (VG)
    • Adjusted recoil pattern for ease of use
    • Sprint to Fire time increased increased by 10%
  • Assault Rifle Bravo (VG)
    • Headshot Multiplier increased to 1.6, up from 1.5
      • .303 British 36 Round Mags 
        • Movement Speed scaler increased to 1.02, up from 1.01
        • Damage Range increased to -10%, up from -20%
  • NZ-41 (VG)
    • Adjusted recoil pattern and intensity when used in fully automatic.
      • Orbweaver 360mm BC Barrel
        • Horizontal Recoil control now increased by 10%
        • Bullet Velocity now increased by 40%
      • Sakura 50 Round Mags
        • Fire Rate Multiplier decreased to 12%, down from 22%
        • Damage Range increased to -12%, up from -22%
        • Bullet Velocity increased to -15%, up from -30%
      • 8mm Klauser 40 Round Mags
        • Bullet Velocity increased to -10%, up from -20%
        • Fire Rate Multiplier decreased to 12%, down from 16%
        • Damage decreased to -3.6%, down from -12%
      • Orbweaver Custom 
        • Bullet Velocity now increased by 20%
        • Damage Range now increased by 20%
      • LOR Mk1 Burst
        • Bullet Velocity now increased by 30%
        • Damage Range now increased by 20%
      • Ravenwood 480mm No.2 
        • Damage Range penalty removed
        • Bullet Velocity penalty removed
  • Vargo 52 (BOCW)
    • Min Damage increased to 24, up from 23
    • Headshot Damage Multiplier increased to 1.53, up from 1.5
  • Volkssturmgewehr (VG)
    • Headshot Damage Multiplier increased to 1.55, up from 1.5
    • Neck Damage Multiplier increased to 1.25, up from 1.2
    • ADS Movement Speed decreased by 5%
      • Reisdorf 22V Adjustable
        • ADS Movement Speed reduced to 25%, down from 30%
  • XM4 (BOCW)
    • Max Damage decreased to 28, down from 29
    • Max Damage Range decreased to 20.3 meters, down from 22.3 meters
    • Neck Damage Multiplier decreased to 1.3, down from 1.33

Marksman Rifles

  • SVT-40 (VG)
    • Max Damage increased to 60, up from 57
    • Min Damage increased to 50, up from 49
    • Bullet velocity increased by 8.54%
  • M1916 (VG)
    • Max Damage increased to 55, up from 53
    • Max Damage Range increased to 58 meters, up from 45 meters
    • Bullet velocity increased by 7.89%
  • M1 Garand (VG)
    • Headshot Damage Multiplier increased to 1.59, up from 1.5
    • Bullet velocity increased by 6.67%

Sniper Rifles

  • HDR (MW)
    • Bullet Drop-off increased
  • Pelington 703 (BOCW)
    • Damage Range decreased to 43.2 meters, down from 48.3 meters
  • ZRG 20mm (BOCW)
    • Upper Torso Damage Multiplier decreased to 1.5, down from 1.7
    • 43.9″ Combat Recon Barre
      • Bullet Velocity decreased to 38%, down from 43%
  • Sniper Rifle Charlie (MW) 
    • Bullet velocity decreased by 5.13%
  • 3-Line Rifle (VG)
    • Bullet velocity increased by 6.76%
    • Bullet drop-off decreased
    • Sprint to Fire Scaler increased to 1.0, up from 0.99
    • Re-aligned the 3-line reticles to be properly screen center
    • 500mm MN Custom
      • Bullet Velocity increased to 25%, up from 20%
    • Empress 514mm F01 
      • Bullet Velocity increased to 20%, up from 16%
    • Empress 700mm TN02 
      • Bullet Velocity increased to 35%, up from 30%
    • Kovalevskaya 700mm 
      • Bullet Velocity increased to 20%, up from 15%
      • Neck damage increased to 1.3, up from 1.1
    • Kovalevskaya 820mm
      • Bullet Velocity increased to 45%, up from 35%
    • .30-06 20 Round Mags 
      • Bullet Velocity increased to 20%, up from 10%
    • .303 British 5 Round Mags 
      • Damage Penalty has been removed.
      • Damage Range increased to -20%, up from -30%
  • Sniper Rifle Alpha (MW)
    • Max Damage range increased to 1600, up from 1375
  • Rytec AMR (MW)
    • Now one-shots to the head within max damage range
    • Max Damage increased to 125, up from 102
    • Max Damage Range decreased to 59.1 meters, down from 67.3 meters
    • Headshot Damage Multiplier increased to 2.4, up from 2.1
    • Neck Damage Multiplier decreased to 1.75, down from 2.1
  • Sniper Rifle Charlie (BOCW)
    • Now one-shots to the head within max damage range
    • Max Damage increased to 125, up from 102
    • Headshot Damage Multiplier increased to 2.4, up from 2.1
    • Neck Damage Multiplier decreased to 1.75, down from 2.1
  • Type 99 (VG)
    • 5.6mm 8 Round Mags 
      • Damage Range increased to -20%, up from -25%
    • 8mm Klauser 5 Round Mags 
      • Bullet Velocity scalar increased to 20%, up from 10%
    • Sakura 776mm Barrel
      • Bullet Velocity scalar increased to 40%, up from 30%
    • Shiraishi 712mm Sniper 
      • Upper Torso Damage Multiplier decreased to 1.6, down from 1.81
  • Gorenko (VG)
    • Bullet Drop-off decreased
    • 420mm Empress
      • Bullet Velocity increased to 40%, up from 11%
      • ADS Time Scaler increased to 0.943, up from 0.9
    • Reinforced Stock
      • ADS Time Scaler increased to 1.05, up from 1.04
    • 13mm AM 10 Round Mags
      • ADS Time Scaler increased to 0.955, up from 0.94
  • Kar98k (VG)
    • Added Frenzy Weapon Perk
    • Max Damage range increased to 48.9 meters, up from 47 meters
    • K98 Scout 10.0x Telescopic
      • ADS speed increased to 0.75, up from 0.65
    • VDD RE02K
      • Damage Range now increased  by 20%
    • 8mm Klauser 3 Round Mag
      • ADS Time Scaler increased to 1.06, up from 1.05
    • Krausnick Padded 
      • ADS Time Scaler increased to 0.945, up from 0.934
      • Movespeed Scale increased to 0.95, up from 0.94

Shotguns

  • Damage decreased by 20% for the following Shotguns:
    • Streetsweeper
    • Gallo SA12
    • JAK-1
    • Origin 12
    • R9-0
    • Gracey Auto

With the change to health pools, automatic and semi-auto shotguns were hitting a breakpoint where the time-to-kill remained the same as it did previously. This change brings these Weapons in line. 

  • Combat Shotgun (VG)
    • Movespeed Scale increased to 0.87, up from 0.865
    • ADS Move Speed Scale increased to 1.49, up from 1.46
    • Framble 18″ Precision
      • Bullet Velocity now increased to 48%, up from 34%
      • Damage Range increased to 20%, up from 10%
    • Framble No. 3
      • Bullet Velocity now increased by 10%
    • Chariot 16″ Short
      • Damage range penalty increased to -20%, up from -30%
    • Sawed-Off
      • Damage Bonus increased to 20%, up from 15%
      • Move Speed Scaler increased to 5%, up from from 4%

Submachine Guns

  • Milano 821 (BOCW)
    • Max Damage Range decreased to 12 meters, down from 17.8 meters
    • Mid Damage added at 33
    • Mid Damage Range added at 17.8 meters
    • Min Damage decreased to 27, down from 30
  • LAPA (BOCW)
    • Max Damage decreased to 27, down from 31
    • Max Damage Range increased to 12.7 meters, up from 10.1 meters
    • Mid Damage decreased to 25, down from 28
    • Mid Damage Range increased to 20 meters, up from 17.8 meters
    • Min Damage decreased to 21, down from 26
  • OTs 9 (BOCW)
    • Max Damage decreased to 29, down from 30
  • Armaguerra 43 (VG)
    • Slight reduction to initial recoil
    • Botti 315mm CII
      • Vertical Recoil Multiplier decreased to 40%, down from 50%
    • .30 Russian Short 34 Round Mags
      • Damage Penalty decreased to -4%, up from -5%
      • Visual Recoil decreased
  • Owen Gun (VG)
    • Upper Extremities Damage Multiplier decreased 1, down from 1.45
    • Lower Extremities Damage Multiplier decreased to 0.9, down from 1.0
    • Max Damage Range decreased to 15.2 meters, down from 17.1 meters
    • Mid Damage Range decreased to 19.7 meters, down from 20 meters
    • 7.62 Gorenko 33 Round Mags
      • Fire Rate decreased to 14.5%, down from 15%
    • 7.62 Gorenko 72 Round Drums
      • Fire Rate decreased to 14.5%, down from 15%
  • Submachine Gun Alpha (MW)

    • 5.56 NATO 30-Round Mags
      • Max Damage decreased to 37, down from 38
      • Mid Damage decreased to 27, down from 28
      • Mid Damage Range decreased to 30.5 meters, down from 40 meters
    • 5.56 NATO 60-Round Drums
      • Max Damage decreased to 37, down from 38
      • Mid Damage decreased to 27, down from 28
      • Mid Damage Range decreased to 30.5 meters, down from 40 meters
  • Welgun (VG)
    • Added Frangible Weapon Perk
    • 120mm Gawain Short
      • Fire Rate decreased to 6%, down from 10%
      • Removed Damage Range Penalty
  • UGR (BOCW)
    • Magazine Capacity increased to 40, up from 30

Pistols

  • Pistol melee attacks now require three successive hits to initiate a finisher on the target. This is up from 3.
  • 1911 (VG)
    • ACP 18 Round Mags 
      • Magazine Capacity increased to 24, up from 18.
      • Min Damage increased to 24, up from 20
  • Klauser (VG)
    • Max Damage increased to 50, up from 46
    • Mid Damage increased to 42, up from 40
    • Min Damage increased to 37, up from 30
  • RATT (VG)
    • Mid Damage increased to 26, up from 22
    • Min Damage increased to 22, up from 20
    • Neck Damage Multiplier increased to 1.4, up from 1.2
  • Handgun Charlie (BOCW) 
    • Max Damage decreased to 35, down from 40
    • Mid Damage decreased to 29, down from 33
  • Machine Pistol (VG)
    • Max Damage increased to 20, up from 19
    • Mid Damage increased to 16, up from 15
    • Min Damage increased to 13, up from 12
    • Significant Reduction of Base Recoil Control
    • 7.62 Gorenko 40 Round Mags

      • Fire Rate Multiplier decreased to 5%, down from 7%
      • Recoil Control penalty decreased to -18%, down from -27%
    • 8mm Nambu 20 Round Mags

      • Recoil Control penalty decreased to -22%, down from -30%
      • Fire Rate Multiplier decreased to 5%, down from 7%
    • Rapid Barrel

      • Fire Rate Multiplier decreased to 5%, down from 20%

Launchers

  • Panzerfaust (VG)
    • ADS Transition out time decreased to 0.48, down from 0.5
    • Base Movespeed Scale increased to 0.8, up from 0.79
    • ADS Movement Speed Scale increased to 0.85, up from 0.8

Attachments

  • Akimbo Perk 
    • Akimbo for Pistols now reduces damage by 10%.
  • MX Silencer
    • Bullet Velocity increased to 15%, up from 10%
  • F8 Stabilizer
    • Damage Range increased to 15%, up from 10%

Operators

  • Roze Skin Adjustment
    • We have made a 70% adjustment to increase the brightness of the infamous Roze outfit. With the recent lighting improvements to Caldera, it once again made her outfit out of balance with the rest of the Operator options available to Players.

 

Cosa ne pensate di tutte queste interessanti novità community? La discussione, come sempre, è assolutamente aperta!

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