COD: Black Ops 6 & Warzone Update 1.074 Delivers Season 4 Content and Changes

by Alex Co May 29, 2025 1:25 pm in Title Updates and Patches
Black Ops 6 & Warzone Update 1.074

Call of Duty: Black Ops 6 & Warzone update 1.074 is live and this is for Season 4! There’s a ton of new content to sift through, as well as a slew of balance changes.

We’ve split the info below, but even so, it’s still a long read if you’re planning on checking out each section, we’ve inserted a table to navigate to it faster.

Black Ops 6 Update 1.074 New Content and Patch Notes

New Multiplayer Maps

Shutdown (6v6)

  • Before breaking out Stitch, Adler and team first need to cut off the power to the black site prison, bringing them to a hydroelectric plant built on the rugged volcanic terrain of Iceland. Fight in and around the central building housing the now wrecked Turbine or dive down the Sluice into the Lake, its waters hugging the plant’s south end by the Transformers. Jump up by the red container to target enemies from far out or swim back onshore to reach the Atrium and Parking.

Fugitive (6v6)

  • Deploy to a secret CIA black site in a remote part of Iceland, the very location where Stitch has been imprisoned until Adler brings him in as an unlikely ally for an urgent operation. With the power out, Adler and his crew seize their chance to infiltrate the prison, climbing, zipping, and battling their way through the frozen compound.

Blitz (6v6, 2v2)

  • Traffic comes to a halt as Pantheon reinforcements race toward the prison but get ambushed by the Rogue team. Leave the road and seek out targets over the rugged terrain of the Cliffside or move inland, ambushing enemies at the Waterfall.

New Multiplayer Modes

Team Elimination

  • In this twist on Kill Confirmed, two teams are given a limited number of lives each round as they fight to be the last surviving team. Players drop a dog tag on death that can be picked up by the enemy to confirm the kill or by a teammate to deny the opposing team. Survive longer than the other team or hold the most remaining lives when the timer ends to win the round.

New Weapons (Multiplayer & Zombies)

LC10 – SMG (Battle Pass)

  • Full-auto submachine gun. Excellent accuracy and range, with a moderate rate of fire. Average mobility and very slow handling for its class.
  • Returning after its debut in Call of Duty: Black Ops Cold War, the LC10 SMG spits out rounds fast coupled with good accuracy and range, moderate damage, and a quick reload to get you back into the fight.

FFAR 1 – Assault Rifle (Battle Pass)

  • Full-auto assault rifle. Very high rate of fire and excellent CQB power, but slower handling and mobility.
  • Boasting a blazing fast fire rate that rivals the SMG weapon class, this bullpup Assault Rifle is designed for taking down targets fast. The somewhat unpredictable recoil favors burst fire when tackling distant targets, but once you’re locked on it’s all over for them.

Essex Model 07 – Marksman Rifle (In-Season, Event Reward)

  • Lever-action marksman rifle. High damage potential. Balanced by slower rate of fire and handling.
  • Inflict heavy critical point damage with this lever-action tactical rifle. An ideal tool for the new sheriff in town, this classic armament offers smooth handling with shots that quickly recenter after kicking up. Choose from a variety of Levers to further customize the weapon’s action, improving ADS speed, sprint to fire speed, and other movement abilities.

New Attachments

G-Grip (Battle Pass)

  • Vertical foregrip with integrated laser for improved firing stability, horizontal recoil control, and tightened spread when transitioning between hipfire and aiming down sights. Beam: Blue. Blocks Laser attachments.
  • Available for SMGs (except PP-19) and Assault Rifles

Stryder .22 3-Round Burst Mod (Launch, Event Reward)

  • Convert the Stryder .22 into a 3-round burst. Drastically improves fire rate and maintains manageable gun kick but alters the weapon’s damage profile outside of the effective range.

SVD Full Auto Mod (In-Season, Event Reward)

  • Convert the SVD from semi-auto to full-auto functionality, ramping up the speed of your damage output and drastically improving recoil and handling.

TR2 CQB Auto Conversion

  • Alter the TR2 Marksman Rifle to fire handgun caliber rounds, resulting in a Marksman Rifle with a compact frame and fully automatic capabilities that rival fire rates of an SMG!

New Scorestreak (Multiplayer & Zombies)

Grim Reaper (In-Season)

  • Powerful semi-automatic launcher that can fire up to four rockets in one load.
  • Wield the Grim Reaper, a quad tube loaded Launcher capable of inflicting heavy damage on enemies. Whether targeting Operators or locking on to enemy Scorestreaks, the Grim Reaper’s payload delivers a huge explosion. The weapon is lost if you’re taken out, so save it for the right moment and bring backup to ensure you have the protection needed to unleash havoc.

Black Ops 6 Multiplayer Changes in Season 4

Maps

  • Firing Range
    • Adjusted start spawns for Search and Destroy.
    • Fixed water alignment with ground.
  • Nomad
    • Fixed rendering distance on building.
    • Fixed missing geometry on a wall.
  • Dealership
    • Fixed collision along the street to stop equipment from falling through.

Modes

  • Free For All
    • Made improvements to Free For All spawn logic.
  • Infected
    • Addressed an issue that could prevent the first Infected player from accessing their Loadout.

Weapons

We are kicking off Season 04 with burst-fire marksman rifle and LMG improvements, as well as adjustments to several assault rifles. Both the burst weapons and the LMGs can be quite strong but challenging to use effectively in fast-paced gameplay. Our changes are aimed at areas where these two classes struggle with that faster pacing. The assault rifle adjustments are more targeted. Overall, assault rifle balance is in a good spot, as is the class’s balance in the greater meta. The changes here are meant as small corrections to the highest and lowest performers.

This update also includes adjustments to a handful of attachments across multiple classes. These attachment changes are intended as an early step to address some variances within the weapon classes, and we’ll have more comprehensive attachment balancing planned for an upcoming update.

Assault Rifles

XM4

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 45% → 40%

    • Horizontal Recoil Penalty reduced from 20% → 15%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


AK-74

The AK-74 is receiving an increase to its Max Damage Range to better compete with other rifles, despite already having significant recoil at long range.

Damage Adjustments:

Range Type Pre-Patch Post-Patch
Max Damage 27 (0–38.1m) 27 (0–40.6m ⇧)
Min Damage 22 (>38.1m) 22 (>40.6m ⇧)

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 50% → 35%

    • Horizontal Recoil Penalty reduced from 20% → 10%

  • Marksman Foregrip

    • Gun Kick reduction while focused increased from 15% → 25%


AMES 85

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


GPR 91

The GPR 91’s Mid Damage Range has been removed to streamline its damage profile. Now, headshots offer consistent improvements to TTK at all ranges.

Damage Adjustments:

Range Type Pre-Patch Post-Patch
Max Damage 23 (0–22.2m) 23 (0–45.7m ⇧)
Mid Damage 22 (22.3m–45.7m) Removed
Min Damage 19 (>45.7m) 19 (>45.7m)

Note: Only Maximum and Minimum Damage Ranges remain.

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 40% → 35%

    • Horizontal Recoil Penalty reduced from 20% → 15%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 25%

    • Gun Kick reduction while focused increased from 20% → 30%


Model L

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 55% → 45%

    • Horizontal Recoil Penalty reduced from 25% → 20%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%


Goblin Mk2

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 20% → 30%

    • Gun Kick reduction while focused increased from 25% → 30%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


AS VAL

The AS VAL’s Mid Damage Range has been improved to require fewer headshots for a faster TTK, whether or not you’re using the CHF Barrel.

Damage Adjustments:

Range Type Pre-Patch Post-Patch
Max Damage 22 (0–19.1m) 22 (0–19.1m)
Mid Damage 18 (19.2m–43.2m) 19 ⇧ (19.2m–43.2m)
Min Damage 16 (>43.2m) 16 (>43.2m)

Krig C

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


Cypher 091

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 30%

    • Gun Kick reduction while focused increased from 20% → 30%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


Kilo 141

While still a controllable and predictable rifle, the Kilo 141 will now require more recoil management throughout its firing pattern.

General Adjustments:

  • Increased View Kick strength

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 30%

    • Gun Kick reduction while focused increased from 20% → 30%


CR-56 AMAX

The AMAX is receiving a recoil nerf, which may warrant a reevaluation of attachment choices to maintain effectiveness.

General Adjustments:

  • Increased View Kick strength and deviation

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 30%

    • Gun Kick reduction while focused increased from 20% → 30%

SMG Balance Update: Patch Notes

C9

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%


KSV

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 35%


Tanto .22

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%


PP-919

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 35%


Jackal PDW

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%


Saug

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 35%


PPSh-41

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%


Ladra

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% → 20%

    • Gun Kick reduction while focused increased from 20% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 35%

Shotguns

ASG-89

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


Maelstrom

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%

Light Machineguns

Attachment Adjustments for all LMGs

  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 25%.
    • Gun Kick reduction while focused increased from 20% to 25%.

PU-21

General Adjustments:

  • Reduced View Kick strength and deviation

  • Movement Speed: 4.5 m/s → 4.6 m/s

  • Sprinting Movement Speed: 6.1 m/s → 6.2 m/s

  • ADS Movement Speed: Increased

  • ADS Firing Movement Speed: 2.1 m/s → 2.3 m/s

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 45% → 50%

  • Combat Stock

    • Flinch reduction increased from 20% → 30%


XMG

General Adjustments:

  • Reduced View Kick strength and deviation

  • Movement Speed: 4.3 m/s → 4.4 m/s

  • Sprinting Movement Speed: 6 m/s → 6.1 m/s

  • ADS Movement Speed: 2.4 m/s → 2.5 m/s

  • ADS Firing Movement Speed: 1.7 m/s → 1.9 m/s


GPMG-7

General Adjustments:

  • Reduced View Kick strength and deviation

  • Movement Speed: 4.4 m/s → 4.5 m/s

  • Sprinting Movement Speed: 6 m/s → 6.1 m/s

  • ADS Movement Speed: Increased

  • ADS Firing Movement Speed: 1.9 m/s → 2.1 m/s


Feng 82

General Adjustments:

  • Reduced View Kick strength and deviation

  • Movement Speed slightly increased

  • Sprinting Movement Speed slightly increased

  • ADS Movement Speed slightly increased

  • ADS Firing Movement Speed: 2.4 m/s → 2.5 m/s

Attachment Adjustments:

  • Heavy Stock

    • Flinch reduction increased from 45% → 50%

  • Combat Stock

    • Flinch reduction increased from 20% → 30%

Marksman Rifle

SWAT 5.56

General Adjustments:

  • Burst Fire Cooldown: 0.22 s → 0.19 s

  • Adjusted recoil pattern within each burst

Attachment Adjustments:

  • Rapid Fire

    • Burst Fire Cooldown: 0.17 s → 0.16 s

    • Vertical Recoil Penalty: 30% → 50%

    • Horizontal Recoil Penalty: 30% → 50%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 10% → 20%

    • Gun Kick reduction while focused increased from 15% → 25%


Tsarkov 7.62

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 10% → 25%

    • Gun Kick reduction while focused increased from 15% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%


AEK-973

General Adjustments:

  • Burst Fire Cooldown: 0.325 s → 0.29 s

Attachment Adjustments:

  • Rapid Fire

    • Burst Fire Cooldown: 0.295 s → 0.26 s

    • Vertical Recoil Penalty: 50% → 60%

    • Horizontal Recoil Penalty: 50% → 60%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 10% → 20%

    • Gun Kick reduction while focused increased from 15% → 25%


DM-10

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 10% → 20%

    • Gun Kick reduction while focused increased from 15% → 25%


TR2

The TR2 now benefits from faster weapon swapping, aligning it with other marksman rifles.

General Adjustments:

  • Drop Time: 0.5 s → 0.35 s

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 10% → 20%

    • Gun Kick reduction while focused increased from 15% → 25%

  • Heavy Stock

    • Flinch reduction increased from 50% → 55%

  • Combat Stock

    • Flinch reduction increased from 25% → 30%

Special

D1.3 Sector

General Adjustments:

  • Addressed an issue with projectile behavior when firing into water

Scorestreaks

  • Addressed an issue that could prevent lingering fire from persisting after a Napalm Strike.

Audio

  • Addressed several missing voice lines across multiple Operators.

UI

  • Detailed Death Recap
    • We’ve rolled out an expanded version of the Death Recap Widget to provide more detailed information about how you were eliminated. In addition to showing attacker count and damage dealt, the widget now highlights key conditions that contributed to your death:
      • Affected by Live Ping: Indicates if the enemy had you pinged.
      • Affected by UAV: Indicates if you were revealed on the minimap by a UAV or HARP.
      • Affected by Unsuppressed Weapon: Indicates if firing an unsuppressed weapon exposes your position to nearby enemies.
      • Affected by Body Shield on Teammate: Indicates your position was revealed by a teammate who was held as Body Shield by an enemy.
      • Affected by Sleeper Agent: Indicates you were eliminated by an enemy infiltrating your team with the Sleeper Agent Field upgrade.
      • Affected by Scout Pulse: Indicated you were eliminated by an enemy using the Scout Pulse Scorestreak.
      • Affected by Prox Alarm: Indicated your position was revealed by a Prox Alarm tactical equipment.
      • Affected by Signal Lure: Indicated your position was revealed because you use the Signal Lure Field Upgrade.
  • Fixed an issue where players were able to open the Fire Mod Attachment Skins section by using the contextual menu in the Weapons tab..
  • Fixed an issue when highlighting a Non-Prestige Challenge, the Challenge complete state would display the incorrect progress and the metadata would be missing.
  • Fixed an issue where Fire Mod Attachments would have UI for available skins, but could not be interacted with.
  • Fixed an issue where the Scoreboard would display 8 rounds as the Win Limit, despite the game ending at 6 Rounds.
  • Fixed an issue where the “YOU ARE ELIMINATED” splash would remain on screen.

Warzone Update 1.074 New Content and Changes in Season 4

MAPS

New

» Verdansk «

  • The Overlook
    • Dominate foes with a gigantic new skyscraper point of interest, available to Operators within the vicinity of Downtown! The old tenement blocks, Burger Town, and SKN Comm tower have been demolished, and construction crews are finalizing a sprawling skyscraper that dominates the landscape! Look for a full recon tour below.
  • Interactable Cranes
    • Two massive cranes on the north and south sides of the monolith offer vertical access to The Overlook via built-in Vertical Ascenders and multiple landing platforms. After a short ascent, players can reach a platform just below the jib for a jump to The Overlook roof. Both cranes are also functional – if nearby controls are activated, their cargo hooks can be used to transport players or items to key positions around the tower and Downtown.
  • Horizontal Ziplines
    • Horizontal ziplines are found throughout the POI and provide a diagonal route to and from the surrounding Downtown building rooftops.
    • Only 4 of these horizontal ziplines are connected to The Overlook.

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Adjustments

» Verdansk «

  • High Value Loot Zones 
    • The three HVLZ locations have been updated to the following:
      • Superstore
      • Quarry
      • The Overlook

MODES

  • Clash Limited-Time Mode
    • Clash Mode returns to Call of Duty: Warzone, bringing back the chaotic 52 vs 52 Team Deathmatch experience first introduced in 2021. Set around a specific POI in Verdansk, two teams compete to reach 500 points within 15 minutes.
    • With no Circle Collapse and instant access to loadouts, players earn points by eliminating enemies, completing contracts, and capturing Domination Points or special crates – some actions boosted by exclusive power-ups unique to this mode.
    • Clash also includes an option to toggle Mixed View, allowing players to switch between 1st and 3rd person view.
    • Last Stand and Self-Revives are disabled in this mode.

Returning

  • World Series of WZ Limited-Time Mode
    • For a 3 week period, players will be able to queue for a mode with the World Series of Warzone ruleset to mirror the experience that the top echelon of our playerbase seeks out – and, for the especially competitive bunch, to practice for the upcoming in-game open that starts on June 20th. Best of luck!
    • For more information about the Call of Duty World Series of Warzone, check out https://worldseriesofwarzone.com/.

GENERAL

Moving forward, we’ve made the decision to test new gameplay features in limited-time modes before bringing them into our core Battle Royale experience. This approach will allow us to continue exploring fresh ideas and mechanics in a controlled environment – giving players a taste of what’s possible – while ensuring that we preserve the core identity that we believe defines our Battle Royale. It’s all about finding the right balance between innovation and staying true to what makes the mode special.

With that said, we have a handful of new features that will deploy at Season 04’s launch and later into the season that we hope players enjoy. We’ll be keeping a close eye on feedback as we go to determine which will make the cut to be added as part of our core Battle Royale offering.

GAMEPLAY

  • Gulag
    • Players will now start with a single Armor Plate equipped in the Gulag.

This change seeks to help players in scenarios where no armor would result in certain weapons killing faster than intended – faster even than in Multiplayer – due to Warzone’s higher damage-per-shot values. This change is intended to reduce extreme time-to-kill cases without overcorrecting.

  • Coughing in Gas Quality of Life
    • Enemies will appear as a red dot on the tac map when coughing in the gas.

Adjustments

» Verdansk «

  • Updated Ground Loot Weapons
    • Reduced the drop rate of LMGs in Battle Royale ground loot.
    • Slightly increased the drop rate of SMGs in Battle Royale ground loot.
    • Updated underbarrel and stock attachments on legendary Assault Rifles to better match their intended playstyle.
    • Adjusted the possible optics available on Assault Rifles found in ground loot.

» Resurgence, Plunder «

  • Lootable Perks
    • The lootable perks available in Resurgence and Plunder have been updated as follows:
      • Irradiated
      • Shrouded
      • Low Profile
      • Reactive Armor
      • Loot Master
      • Ghost

We’ve updated ground loot to better support close-quarters combat, providing players with more effective options in confined spaces. These adjustments align with this season’s broader weapon-balancing theme, which emphasizes close-range viability and loadout diversity. Additionally, we’ve improved ground loot weapon builds, particularly enhancing optics and legendary sniper-support weapons for increased usability and reliability.

BUY STATIONS

Adjustments

» Battle Royale «

  • Buy Stations on Verdansk
    • Buy Station locations have been shuffled to inspire fresh combat encounters and new rotation strategies.
    • The total count has been increased to 49, up from 47.

BUY STATIONS

Adjustments

» Battle Royale «

  • Buy Stations on Verdansk
    • Buy Station locations have been shuffled to inspire fresh combat encounters and new rotation strategies.
    • The total count has been increased to 49, up from 47.

CONTRACTS

New

» Clash «

  • Search & Destroy
    • A new contract where a squad is tasked with planting a bomb at an enemy-side Buy Station:
      • Upon pickup, a 3-minute timer begins and a Buy Station is marked on the opposing side of the map.
      • Any squad member can plant the bomb by interacting at the marked location.
      • Once planted, the bomb site is revealed and nearby enemy players are alerted.
      • The bomb explodes after 30 seconds, dealing area damage and disabling the Buy Station for 1 minute.
      • Enemies can prevent detonation by defusing the bomb with a 4-second interaction.
      • Rewards are based on successful detonation or defusal.
    • Only available in the new Clash Limited-Time Mode.

Adjustments

» Battle Royale «

  • Supply Run
    • Adjusted the Fire Sale reward from the Supply Run contract so it is only consumed during a Fire Sale Public Event if a free item is purchased.

EQUIPMENT

Adjustments

  • Flash Grenade
    • Flash Angles increased by 20% – meaning that you need to turn further away from the device to mitigate its effects.
  • Concussion Grenade
    • Stun maximum duration increased from 1.61 seconds to 2.3 seconds.
    • Stun minimum duration decreased from 1.47 seconds to 1.15 seconds.

Flash and Concussion Grenade are seeing some moderate improvement in their base effectiveness. At the same time we’re enabling a harder counter to them in the form of the Veteran Perk.

FIELD UPGRADES

New

» Clash «

  • Door Barricade
    • Allows players to secure single or double doors with a visible lock, preventing enemy access.
    • Can only be removed by the squad who placed it or destroyed using explosives, gunfire, or melee equipment.
    • Ideal for delaying enemy pushes and controlling entry points during close-quarters combat.
    • Individual players can only deploy 1 barricade at a time.
    • It will automatically self-destruct after 150 seconds.
    • Only available in the new Clash Limited-Time Mode.

New

» Clash «

  • Hand Cannon
    • This high-powered pistol Killstreak, originally available in Multiplayer during Season 01, provides limited, but devastating potential.
    • Only available in the new Clash Limited-Time Mode.

PERKS

Adjustments

  • Veteran
    • Significantly increased resistance to flash and stun.

We’re making Veteran a hard counter to the recently buffed Flash and Stun grenades. The effects are diminished enough to “shrug” them off almost immediately.

  • Mountaineer
    • Fall damage reduction increased to 35% up from 33%.

This minor increase is enough to more consistently allow a safer jump from taller buildings.

WILDCARDS

Adjustments

  • Bandolier Removal
    • The Bandolier Wildcard has been removed from all modes.

We’ve disabled and removed the Bandolier Wildcard from all game modes. Originally introduced to ease the transition from a backpack-based system to a streamlined experience, this wildcard unfortunately contributed to a muddied combat experience by encouraging reckless item usage over strategic gameplay.

WEAPONS

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New Weapons

  • LC10 Submachine Gun
    • Full-auto submachine gun. Excellent accuracy and range, with a moderate rate of fire. Average mobility and very slow handling for its class.
    • Can be acquired via the Battle Pass Page 3, Page 14 Battle Pass Blueprint
  • FFAR 1 Assault Rifle
    • Full-auto assault rifle. Very high rate of fire and excellent CQB power, but slower handling and mobility.
    • Can be acquired via the Battle Pass Page 6, Page 11 HVT Tier Battle Pass Blueprint
  • Essex Model 07 Marksman Rifle
    • Lever-action marksman rifle. High damage potential. Balanced by slower rate of fire and handling.
    • Can be acquired via Event Reward

New Attachments

  • G-Grip Foregrip
    • Vertical foregrip with integrated laser for improved firing stability, horizontal recoil control, and tightened spread when transitioning between hipfire and aiming down sights.
    • Can be acquired via Battle Pass Page 7 Reward
  • Stryder .22 3-Round Burst Mod
    • Convert the Stryder .22 into a 3-round burst. Drastically improves fire rate and maintains manageable gun kick but alters the weapon’s damage profile outside of the effective range.
    • Can be acquired via Event Reward
  • SVD Full Auto Mod
    • Convert the SVD from semi-auto to full-auto functionality, ramping up the speed of your damage output and drastically improving recoil and handling.
    • Can be acquired via Event Reward
  • TR2 CQB Auto Conversion
    • Alter the TR2 Marksman Rifle to fire handgun caliber rounds, resulting in a Marksman Rifle with a compact frame and fully automatic capabilities that rival fire rates of an SMG.
    • Can be acquired via Event Reward

Warzone Season 4 Weapon Adjustments via Patch 1.074

Assault Rifle Adjustments

AK-74

  • Bullet Velocity: Increased from 840m/s to 890m/s

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 50% to 35%

    • Horizontal Recoil Penalty reduced from 20% to 10%

  • Marksman Foregrip

    • Gun Kick reduction while focused increased from 15% to 25%


AMES 85

  • Bullet Velocity: Increased from 790m/s to 880m/s

  • Aim Down Sight Speed: Improved from 265ms to 230ms

  • Sprint-to-Fire Speed: Improved from 190ms to 180ms

  • ADS Movement Speed: Improved from 3.2m/s to 3.3m/s

Attachment Adjustments:

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%


AS VAL

  • Bullet Velocity: Increased from 815m/s to 860m/s


CR-56 AMAX

  • Bullet Velocity: Increased from 820m/s to 860m/s

  • General Adjustment: Slightly increased View Kick strength and deviation

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 30%

    • Gun Kick reduction while focused increased from 20% to 30%

The CR-56 AMAX receives a minor recoil adjustment, so players may want to compensate with recoil-reducing attachments. However, its improved velocity will help maintain consistency at range.


Cypher 091

  • Bullet Velocity: Increased from 810m/s to 860m/s

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 30%

    • Gun Kick reduction while focused increased from 20% to 30%

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%


Goblin Mk2

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 20% to 30%

    • Gun Kick reduction while focused increased from 25% to 30%

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%


GPR 91

  • Bullet Velocity: Increased from 780m/s to 840m/s

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 40% to 35%

    • Horizontal Recoil Penalty reduced from 20% to 15%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 25%

    • Gun Kick reduction while focused increased from 20% to 30%


Kilo 141

  • Bullet Velocity: Increased from 850m/s to 870m/s

  • General Adjustment: Slight increase in View Kick strength

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 30%

    • Gun Kick reduction while focused increased from 20% to 30%

The Kilo 141 remains one of the most predictable rifles. While its recoil now has more View Kick, the increased bullet velocity supports its performance in ranged engagements.


Krig C

  • Bullet Velocity: Increased from 820m/s to 870m/s

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 20%

    • Gun Kick reduction while focused increased from 20% to 25%

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%


Model L (First Entry)

  • Bullet Velocity: Increased from 800m/s to 850m/s

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 55% to 45%

    • Horizontal Recoil Penalty reduced from 25% to 20%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 20%

    • Gun Kick reduction while focused increased from 20% to 25%


Model L (Second Entry )

  • Bullet Velocity: Increased from 780m/s to 820m/s

Attachment Adjustments:

  • CHF Barrel

    • Vertical Recoil Penalty reduced from 45% to 40%

    • Horizontal Recoil Penalty reduced from 20% to 15%

  • Marksman Foregrip

    • View Kick reduction while focused increased from 15% to 20%

    • Gun Kick reduction while focused increased from 20% to 25%

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%

SMG Adjustments

C9

Damage Range Adjustments:

  • Max Damage Range:

    • 40 damage → extended from 0–11.9m to 0–13.2m ⇧

  • Mid Damage Range:

    • 34 damage → extended from 11.9–20.3m to 13.2–21.3m ⇧

  • Min Damage Range:

    • 27 damage → extended from >20.3m to >21.3m ⇧

Attachment Adjustments:

  • C9 10mm: Max Damage Range increased from 13.2m to 14.7m

  • Heavy Stock: Flinch reduction increased from 50% to 55%


Jackal PDW

Damage Range Adjustments:

  • Max Damage Range:

    • 48 damage → extended from 0–10.9m to 0–11.9m ⇧

  • Mid Damage Range:

    • 41 damage → extended from 10.9–18.8m to 11.9–19.8m ⇧

  • Min Damage Range:

    • 32 damage → extended from >18.8m to >19.8m ⇧

Additional Adjustments:

  • Lower Torso Multiplier increased from 0.7x to 0.75x

  • ADS Speed improved from 210ms to 200ms

Attachment Adjustments:

  • Marksman Foregrip

    • View Kick reduction while focused: 15% → 20%

    • Gun Kick reduction while focused: 20% → 25%


Kompakt 92

Damage Range Adjustments:

  • Max Damage Range:

    • 30 damage → extended from 0–10.6m to 0–11.4m ⇧

  • Mid Damage Range:

    • 23 damage → adjusted to 11.4–19.3m

  • Min Damage Range:

    • 19 damage → unchanged

Additional Adjustments:

  • Lower Torso Multiplier increased from 0.85x to 0.88x

  • Sprint-to-Fire Speed improved from 130ms to 115ms

  • ADS Speed improved from 200ms to 190ms


KSV

Damage Range Adjustments:

  • Max Damage Range:

    • 36 damage → extended from 0–12.7m to 0–13.7m ⇧

  • Mid Damage Range:

    • 32 damage → extended from 12.7–20.9m to 13.7–21.8m ⇧

  • Min Damage Range:

    • 24 damage → extended from >20.9m to >21.8m ⇧

Attachment Adjustments:

  • Marksman Foregrip: View Kick 15% → 20%, Gun Kick 20% → 25%

  • Heavy Stock: Flinch reduction 55%

  • Combat Stock: Flinch reduction 35%


Ladra

Damage Range Adjustments:

  • Mid Damage Range:

    • 24 damage → extended from 11.9–20.3m to 11.9–21.3m ⇧

  • Min Damage Range:

    • 17 damage → extended from >20.3m to >21.3m ⇧

Attachment Adjustments:

  • Marksman Foregrip: View Kick 15% → 20%, Gun Kick 20% → 25%

  • Heavy Stock: Flinch reduction 55%

  • Combat Stock: Flinch reduction 35%


PP-919

Attachment Adjustments:

  • Heavy Stock: Flinch reduction 55%

  • Combat Stock: Flinch reduction 35%


PPSH-41

Damage Range Adjustments:

  • Max Damage Range:

    • 30 damage → extended from 0–11.6m to 0–12.7m ⇧

  • Mid Damage Range:

    • 25 damage → extended from 11.6–20.5m to 12.7–21m ⇧

  • Min Damage Range:

    • 19 damage → extended from >20.5m to >21m ⇧

Additional Adjustments:

  • Sprint-to-Fire Speed improved from 125ms to 115ms

  • ADS Speed improved from 195ms to 190ms

Attachment Adjustments:

  • Marksman Foregrip: View Kick 15% → 20%, Gun Kick 20% → 25%


SAUG

Damage Range Adjustments:

  • Max Damage Range:

    • 34 damage → extended from 0–10.6m to 0–11.6m ⇧

  • Mid Damage Range:

    • 29 damage → extended from 10.6–18.8m to 11.6–19.8m ⇧

  • Min Damage Range:

    • 22 damage → extended from >18.8m to >19.8m ⇧

Attachment Adjustments:

  • Marksman Foregrip: View Kick 15% → 20%, Gun Kick 20% → 25%

  • Heavy Stock: Flinch reduction 55%

  • Combat Stock: Flinch reduction 35%


Tanto .22

Damage Range Adjustments:

  • Max Damage Range:

    • 60 damage → extended from 0–10.8m to 0–11.8m ⇧

  • Mid Damage Range:

    • 54 damage → extended from 10.8–21.6m to 11.8–21.6m

  • Min Damage Range:

    • 45 damage → unchanged

Attachment Adjustments:

  • Marksman Foregrip: View Kick 15% → 20%, Gun Kick 20% → 25%

Shotgun Adjustments

ASG-89

Attachment Adjustments:

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%


Maelstrom

Damage Range Adjustments (Per Pellet):

  • Max Damage Range:

    • 18 damage → extended from 0–3.4m to 0–4.7m ⇧

  • Medium Damage Range 1:

    • 14 damage → extended from 3.4–6.3m to 4.7–8.1m ⇧

  • Medium Damage Range 2:

    • 11 damage → extended from 6.3–10.16m to 8.1–10.16m ⇧

  • Minimum Damage Range:

    • 9 damage → remains >10.16m

Additional Adjustments:

  • ADS Speed improved from 290ms to 265ms

  • Sprint-to-Fire Speed improved from 190ms to 170ms

Attachment Adjustments:

  • Heavy Stock: Flinch reduction increased from 50% to 55%

  • Combat Stock: Flinch reduction increased from 25% to 30%

LMG Adjustments

General Changes

  • All Black Ops 6 LMGs now inflict 12% more flinch on enemies.


FENG 82

Damage Adjustments:

  • Max Damage:

    • 50 → 45 ⇩

    • Range increased from 0–45.7m to 0–76.2m ⇧

  • Medium Damage Range 1:

    • 45 damage (0–55.9m) → Removed

  • Minimum Damage:

    • 42 → 42

    • Range increased from >45.7m to >76.2m ⇧

Additional Adjustments:

  • Lower Torso Multiplier: 1.0x → 0.9x ⇩

  • Reduced View Kick strength and deviation

  • Movement Speed: Slightly increased

  • Sprint Speed: Slightly increased

  • ADS Move Speed: Slightly increased

  • ADS Firing Move Speed: 2.4m/s → 2.5m/s ⇧

Attachment Adjustments:

  • Heavy Stock: Flinch reduction from 45% → 50%

  • Combat Stock: Flinch reduction from 20% → 30%

  • Marksman Foregrip:

    • View Kick reduction while focused: 20% → 25%

    • Gun Kick reduction while focused: 20% → 25%


GPMG-7

Damage Adjustments:

  • Max Damage:

    • 30 → 24 ⇩

    • Range increased from 0–44.4m to 0–83.8m ⇧

  • Medium Damage Range 1:

    • 25 damage (0–55.8m) → Removed

  • Minimum Damage:

    • 23 → 22 ⇩

    • Range increased from >45.7m to >83.8m ⇧

Additional Adjustments:

  • Headshot Multiplier: 1.2x → 1.1x ⇩

  • Reduced View Kick strength and deviation

  • Movement Speed: 4.4m/s → 4.5m/s

  • Sprint Speed: 6.0m/s → 6.1m/s

  • ADS Move Speed: Increased

  • ADS Firing Move Speed: 1.9m/s → 2.1m/s

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 20% → 25%

    • Gun Kick reduction while focused: 20% → 25%


PU-21

Damage Adjustments:

  • Max Damage:

    • 35 → 28 ⇩

    • Range increased from 0–45.7m to 0–81.2m ⇧

  • Medium Damage Range 1:

    • 33 damage (0–55.8m) → Removed

  • Minimum Damage:

    • 27 → 27

    • Range increased from >55.8m to >81.2m ⇧

Additional Adjustments:

  • Lower Torso Multiplier: 1.0x → 0.9x ⇩

  • Reduced View Kick strength and deviation

  • Movement Speed: 4.5m/s → 4.6m/s

  • Sprint Speed: 6.1m/s → 6.2m/s

  • ADS Move Speed: Increased

  • ADS Firing Move Speed: 2.1m/s → 2.3m/s

Attachment Adjustments:

  • Heavy Stock: Flinch reduction from 45% → 50%

  • Combat Stock: Flinch reduction from 20% → 30%

  • Marksman Foregrip:

    • View Kick reduction while focused: 20% → 25%

    • Gun Kick reduction while focused: 20% → 25%


XMG

Damage Adjustments:

  • Max Damage:

    • 35 → 29 ⇩

    • Range increased from 0–40.6m to 0–86.3m ⇧

  • Medium Damage Range 1:

    • 29 damage (0–50.8m) → Removed

  • Minimum Damage:

    • 27 → 27

    • Range increased from >50.8m to >86.3m ⇧

Additional Adjustments:

  • Headshot Multiplier: 1.3x → 1.18x ⇩

  • Torso Multipliers (Upper & Lower): 1.04x → 1.01x ⇩

  • Reduced View Kick strength and deviation

  • Movement Speed: 4.3m/s → 4.4m/s

  • Sprint Speed: 6.0m/s → 6.1m/s

  • ADS Move Speed: 2.4m/s → 2.5m/s

  • ADS Firing Move Speed: 1.7m/s → 1.9m/s

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 20% → 25%

    • Gun Kick reduction while focused: 20% → 25%

Marksman Rifle Adjustments

AEK-973

Adjustments:

  • Burst Fire Cooldown: Reduced from 0.325s → 0.29s ⇧

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 10% → 20% ⇧

    • Gun Kick reduction while focused: 15% → 25% ⇧


DM-10

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 10% → 20% ⇧

    • Gun Kick reduction while focused: 15% → 25% ⇧


SWAT 5.56

Adjustments:

  • Burst Fire Cooldown: Reduced from 0.22s → 0.19s ⇧

  • Recoil pattern within burst adjusted for improved control

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 10% → 20% ⇧

    • Gun Kick reduction while focused: 15% → 25% ⇧


TR2

Adjustments:

  • Drop Time: Improved from 0.5s → 0.35s ⇧
    (Drop Time now standardized across all marksman rifles.)

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 10% → 20% ⇧

    • Gun Kick reduction while focused: 15% → 25% ⇧

  • Heavy Stock: Flinch reduction increased from 50% → 55% ⇧

  • Combat Stock: Flinch reduction increased from 25% → 30% ⇧


TSARKOV 7.62

Attachment Adjustments:

  • Marksman Foregrip:

    • View Kick reduction while focused: 10% → 25% ⇧

    • Gun Kick reduction while focused: 15% → 25% ⇧

  • Heavy Stock: Flinch reduction increased from 50% → 55% ⇧

  • Combat Stock: Flinch reduction increased from 25% → 30% ⇧

Sniper Adjustments

Damage Adjustments

Range Pre-Patch Damage Post-Patch Damage Notes
Maximum Damage Range 155 (0–88.9m) 155 (0–114m) ⇧ 1-shot headshot at max range
Minimum Damage Range 150 (>88.9m) 150 (>114m) ⇧ Sustained lethal output at range

Additional Adjustments

  • First Shot Recoil: Reduced ⇩

  • Bullet Velocity: Increased from 700m/s → 780m/s ⇧

  • Upper Torso & Upper Arm Multiplier: Increased from 0.65x → 0.98x ⇧

  • Leg Multiplier: Increased from 0.5x → 0.65x ⇧

UI/UX

Adjustments

  • Death Recap Widget Quality of Life
    • The Death Recap system has been expanded to provide clearer insights into the circumstances surrounding your elimination. New indicators now include:
      • Precision Airstrike Reveal: Indicates if your position was revealed on the minimap by using the Precision Airstrike killstreak.
      • Cluster Strike Reveal: Indicates if your position was revealed on the minimap by using the Cluster Strike killstreak.
      • Bunker Buster Reveal: Indicates if your position was revealed on the minimap by using the Bunker Buster killstreak.
      • Coughing: Indicates if your position was revealed on the minimap due to coughing in gas.
      • Tracker ADS Auto-Ping: Indicates if you were pinged by an opponent using the Tracker perk.
      • Alertness Detection: Indicates if your presence was revealed to an opponent using the Alertness perk.
  • Updated Tactical and Lethal Icons Quality of Life
    • We have updated the icons for the Shick Stick, Stun, Throwing Knife, and Impact Grenade for better readability.

CHALLENGES

Adjustments

  • Specialist Perk Tracking
    • Challenges requiring perk activation will now also track progress when players acquire the Specialist perk (which grants all perks).
  • UAV Killstreak Challenge
    • The Daily Challenge “Activate 2 UAV Killstreaks” will now also track Advanced UAV activations.
  • Camo Challenge Clarification
    • Updated camo challenge description from “Get Kills shortly after sliding” to “Get Kills while sliding” for clarity.
  • New Armory Challenge
    • Added an Armory challenge for the JAK Intimidator via the Armory menu.

BUG FIXES

  • Fixed an issue where the Most Wanted target displayed in the mission UI could show a previous Bounty target in some scenarios.
  • Fixed an issue where the JAK Backsaw Conversion Kit was using the incorrect ammunition type.
  • Fixed an issue in Warzone where killstreaks could become unusable for the remainder of the match due to an “Airspace too crowded” error.
  • Fixed an issue in Warzone where challenges requiring a kill on a player affected by specific equipment were not tracking correctly.
  • Fixed several melee weapon descriptions that incorrectly stated they would “One-Hit kill,” which is only true in Multiplayer.
  • Fixed an issue where the AUAV score event was incorrectly labeled as “HARP Assist.”
  • Fixed an issue where parachutes might get caught on the radio towers while flying through them.
  • Fixed an issue causing the AS VAL CHF barrel to be unrestricted in Warzone Ranked Play.
  • Fixed an issue where Warzone Ranked Play restrictions were not applying to default loadouts.
  • Fixed an issue causing sprays to be restricted in Warzone Ranked Play.
  • Fixed an issue where Default Contrails were missing an icon.
  • Fixed an issue where players might see a “your profile was signed out” error message when joining a match.

For Ranked Play changes, head on over to the Warzone blog.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.