Call of Duty: Black Ops 7 Patchnotes mit detaillierten Änderungen an Waffenbalance, Aim Assist, SMGs, Sturmgewehren, Zombies-Modus und Co-op-Endgame.
Inhaltsverzeichnis
Der aktuelle Patch für Call of Duty: Black Ops 7 konzentriert sich klar auf Balance und Spielkomfort. Die Patchnotes zeigen weitreichende Anpassungen am Aim Assist, eine große Runde Waffentuning für Sturmgewehre und MPs, Änderungen an Scorestreaks und Feldaufrüstungen sowie Anpassungen in Zombies und im Co-op-Endgame. Wenn du wissen willst, wie sich dein Loadout und dein Spielstil nach dem Patch verändern, findest du hier die wichtigsten Punkte im Überblick.
Die wichtigsten Fakten aus den Call of Duty: Black Ops 7 Patchnotes
- Aim Assist: Die Mindeststrafe für den Rotations-Aim-Assist wird von 35 % auf 25 % reduziert, um das neue System zwischen Beta und Launch feiner auszubalancieren.
- Sturmgewehre: Der gesamte Waffentyp erhält mehr Rückstoß durch erhöhte Flinch-Werte (von 0,15 N auf 0,18 N), während einzelne Meta-ARs wie M15 MOD 0, AK-27, X9 Maverick, MXR-17 und DS20 Mirage in Schaden, Reichweite, Handling und Bewegung gezielt abgeschwächt werden.
- SMGs: Maschinenpistolen bekommen weniger erlittenen Flinch (von 0,17 N auf 0,12 N) und mehr Reichweite über die letzte Schadensstufe sowie stärkere Reichweiten- und Rückstoßboni bei ausgewählten Aufsätzen, damit sie im Midrange besser mit Sturmgewehren mithalten können.
- Marksman Rifles: Warden 308 und M34 Novaline behalten ihre hohe Durchschlagskraft, erhalten aber mehr erlittenen Flinch und spürbare Nerfs bei Sprint-to-Fire, ADS-Zeit und Bewegung, während beim Warden 308 die One-Shot-Kills auf die oberen Arme entfernt werden.
- Pistolen: Die Jager 45 bekommt ein komplett neu abgestimmtes Prestige-Lauf-Setup mit deutlich höherem Schaden und Reichweite, aber deutlich langsamerer Feuerrate, und die Velox 5.7 verliert etwas Maximalschaden, sodass der One-Burst auf kurze Distanz nun präziseres Aim erfordert.
- Multiplayer-UI und Gameplay: Die Minimap-Sicht wird noch einmal um 10 % erweitert, der Feldaufrüstung „Drone Pod“ werden Ladezeit, Wirkungsdauer und Schaden abgeschwächt und Scorestreaks wie Hand Cannon (Akimbo/Extended Mag) und LDBR Second Strike werden in Munition und Raketenanzahl neu justiert.
- Challenges und Stabilität: Mehrere Tarnungs-Herausforderungen werden angepasst, etwa die Anrechnung von Taktik- und nicht-tödlichen Scorestreak-Effekten, und diverse Crash- und Stabilitätsprobleme werden behoben.
- Zombies – Ashes of the Damned: Der Bosskampf wird spürbar entschärft (u. a. mehr Lebensregeneration über Hoard Husk, weniger effiziente Raketen, angepasster Beam-Angriff, Änderungen an Ol’ Tessie und Zursa), dazu kommen Exploit-Fixes und überarbeitete Zombie-Herausforderungen.
- Co-op-Kampagne / Endgame: Der Endgame-Modus steht jetzt allen Besitzern von Call of Duty: Black Ops 7 zur Verfügung, und ein Fehler bei Waffenaufsätzen in Loadouts wurde behoben.
Im weiteren Verlauf der Patchnotes folgen detaillierte Werteänderungen zu Schaden, Reichweite, Multiplikatoren, Bewegungstempo und Aufsatzboni für jede einzelne Waffe und Klasse, damit du dein Setup nach dem Patch gezielt anpassen kannst.
GLOBAL
Aim Assist
We intentionally took a big swing with our Aim Assist changes between Beta and Launch. Now that we've had time to collect data and player feedback, we're making a slight adjustment as we do with all aspects of gameplay over time to hit our targets and address the wide range of feedback.
Black Ops 7 launched with a new right-stick aiming requirement for achieving maximum Rotational Aim Assist strength. When the right-stick isn’t used, or isn’t tracking a target effectively, players now experience a minimum Rotational Aim Assist strength. At launch, the minimum Rotational Aim Assist was a 35% reduction from the Beta. Our goal for this new mechanic and our other Aim Assist range changes is to provide the most competitive experience for all players and inputs. This slightly overshot our balance target, so we’re making a small tuning adjustment to the minimum Rotational Aim Assist.
Aim Assist is one of the most integral components of gameplay feel, so it’s crucial for us to settle on tuning that both feels great to play with and hits our balance goals. As always, we'll continue to closely examine game data and player feedback.
- Minimum Rotational Aim Assist penalty reduced from 35% to 25%.
Weapons
We are pushing an early round of weapon tuning that aims at addressing some of the common pieces of feedback we have been seeing at launch. The main area of feedback has been SMG balance, particularly in relation to Assault Rifles. Most of our changes today aim to reduce the versatility of our highest performing ARs, and improve the mid-range performance of SMGs. You can find more details below. Aside from the SMGs, we have a handful of other individual weapon and prestige attachment adjustments. In general we really like the class variety we have been seeing so far.
This is just the beginning for weapon tuning in the opening weeks of Black Ops 7. We’ll be continuing to dial things in across weapons, prestige attachments, and the general attachment portfolio as we roll into our first season.Assault Rifles
Weapon Class Adjustment
- Received Flinch increased from .15N to .18N.
Assault Rifle Adjustments
M15 MOD 0
Assault Rifles are receiving a small flinch nerf so that they flinch harder than SMGs. This is not a huge adjustment, as we also don’t want to introduce lucky headshots into our full-auto gunfights. This flinch increase is small enough that it may affect players aiming for headshots and not well centered, but still not force most torso shots into headshots unintentionally.M15 MOD 0 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 22, Range 0 - 27.9m
Post-Patch — Damage 21 ⇩, Range 0 - 38.1m ⇧
Medium Damage Range
Pre-Patch — Damage 21, Range 28m - 46.4m
Post-Patch — Damage 19 ⇩, Range 38.2m - 46.4m
Minimum Damage Range
Pre-Patch — Damage 18, Range >46.4m
Post-Patch — Damage 17 ⇩, Range >46.4m
Additional Updates
- Sprint to Fire time increased from 190ms to 210ms.
- Tactical Sprint to Fire time increased from 300ms to 320ms.
- Movement Speed reduced from 4.9m/s to 4.7m/s.
- Crouch Movement Speed reduced from 2.8m/s to 2.6m/s.
- Sprinting Movement Speed reduced from 7.0m/s to 6.9m/s.
- ADS Movement Speed reduced from 3.2m/s to 3m/s.
- Increased first shot recoil.
- Slightly increased View Kick strength.
AK-27
The AK-27 was another AR that was more versatile than we’d like. Our intent for this one is to have a quicker TTK for the class, but with the tradeoff of high horizontal recoil as well as slower handling and mobility for an Assault Rifle. We’re pushing the handling and mobility penalties further, and introducing a bit more initial vertical recoil before it clamps (which is a unique characteristic of this weapon that we want to keep). The damage and range adjustments reduce some of the mid-range headshot potential, and then introduce additional damage falloff at long range so that the AK-27 is weaker against Marksman Rifles, LMGs, and Snipers at a distance.AK-27 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 26, Range 0 - 21m
Post-Patch — Damage 26, Range 0 - 21m
Medium Damage Range
Pre-Patch — Damage 24, Range 21.1 - 40.6m
Post-Patch — Damage 22 ⇩, Range 21.1 - 50.8m ⇧
Minimum Damage Range
Pre-Patch — Damage 22, Range >40.6m
Post-Patch — Damage 18 ⇩, Range >50.8m
Additional Adjustments
- Sprint to Fire time increased from 230ms to 250ms.
- Tactical Sprint to Fire time increased from 340ms to 360ms.
- Slide to Fire time increased from 430ms to 450ms.
- Movement Speed reduced from 4.6m/s to 4.5m/s.
- Crouch Movement Speed reduced from 2.6m/s to 2.5m/s.
- ADS Movement Speed reduced from 3.0m/s to 2.9m/s.
- Increased first shot recoil.
- Slightly increased maximum Vertical Recoil climb.
MXR-17
Additional Adjustmets
- Slide to Fire time increased from 420ms to 430ms.
- ADS Movement Speed reduced from 3.1m/s to 3.0m/s.
X9 Maverick
The X9 Maverick has been a very strong AR in the opening days of Black Ops 7. We’re very happy to have a burst weapon in the mix, so the changes here are fairly light. We are adjusting the max damage and body multipliers so that hitting at least one shot to the head, neck, upper torso, or upper arms is required for the one-burst at shorter ranges. We are also dropping the handling from above average for the class to about average, since the weapon has quite a bit of power and versatility.X9 Maverick Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 34, Range 0 - 16.51m
Post-Patch — Damage 33 ⇩, Range 0 - 16.51m
Medium Damage Range 1
Pre-Patch — Damage 31, Range 16.52 - 28.6m
Post-Patch — Damage 31, Range 16.52 - 28.6m
Medium Damage Range 2
Pre-Patch — Damage 29, Range 28.7 - 42.5m
Post-Patch — Damage 29, Range 28.7 - 42.5m
Minimum Damage Range
Pre-Patch — Damage 22, Range >42.5m
Post-Patch — Damage 22, Range >42.5m
Additional Adjustments
- Neck, Upper Torso, and Upper Arms now have a 1.05x multiplier (was 1x).
- Sprint to Fire time increased from 180ms to 200ms.
- Tactical Sprint to Fire time increased from 290ms to 310ms.
- Slide to Fire time increased from 390ms to 420ms.
- ADS Movement Speed reduced from 3.2m/s to 3.1m/s.
DS20 Mirage
Additional Adjustments
- Sprint to Fire time increased from 210ms to 220ms.
- Tactical Sprint to Fire time increased from 320ms to 330ms.
- ADS Movement Speed reduced from 3.1m/s to 3.0m/s.
SMGs
SMGs are receiving a similar list of buffs across the board. Baseline, they are all receiving an improvement to their final damage range to add a handful of meters to some of their mid-range power. In addition, multiple attachments are receiving substantial improvements to their damage range traits. Our goal here is to help SMGs to contend with ARs more effectively out into medium ranges, but also require some build investment to do so especially well. We still want players to make some choices between creating ultra-fast SMG builds and those that have higher range capabilities, but Gunfighter shouldn’t feel like a requirement.
Similarly, the Rear Grip attachments that improve recoil are seeing a buff. There’s a tough handling tradeoff when taking recoil in that node, so we felt there was room to push these further. A few of the SMGs are receiving additional, baseline improvements to recoil as well.
Overall, we think this will give SMGs a more solid footing in Black Ops 7. We’ll continue to fine tune to make sure both SMGs and ARs have a role to play across our map portfolio.Weapon Class Adjustment
- Received Flinch reduced from 0.17N to 0.12N.
Submachine Gun Adjustments
Ryden 45K
Ryden 45K Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 22, Range 0 - 10.4m
Post-Patch — Damage 22, Range 0 - 10.4m
Medium Damage Range 1
Pre-Patch — Damage 21, Range 10.5 - 17m
Post-Patch — Damage 21, Range 10.5 - 17m
Medium Damage Range 2
Pre-Patch — Damage 15, Range 17.1 - 29.2m
Post-Patch — Damage 15, Range 17.1 - 34.3m ⇧
Minimum Damage Range
Pre-Patch — Damage 13, Range >29.2m
Post-Patch — Damage 13, Range >34.3m
Additional Adjustments
- Aim Down Sight Speed improved from 210ms to 200ms.
- Slightly reduced Gun Kick deviation.
- Slightly reduced View Kick strength and deviation.
Attachment Adjustments
- 12” Vienna Barrel
- Damage Range improvement increased from 23% to 32%.
- 10.5” Greaves Whiptail Barrel
- Damage Range improvement increased from 11.5% to 19%.
- Skeletonized Grip
- Horizontal Recoil improvement increased from 8% to 16%.
- Bounty Grip
- Vertical Recoil improvement increased from 8% to 13%.
- First Shot Recoil improvement increased from 60% to 63%.
- EMT3 Agile Laser
- Damage Range improvement increased from 11% to 19%.
RK-9
RK-9 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 32, Range 0 - 9.1m
Post-Patch — Damage 32, Range 0 - 9.1m
Medium Damage Range 1
Pre-Patch — Damage 30, Range 9.2 - 20.1m
Post-Patch — Damage 30, Range 9.2 - 20.1m
Medium Damage Range 2
Pre-Patch — Damage 23, Range 20.2 - 26.7m
Post-Patch — Damage 23, Range 20.2 - 27.9m ⇧
Minimum Damage Range
Pre-Patch — Damage 18, Range >26.7m
Post-Patch — Damage 18, Range >27.9m
Attachment Adjugments
- 13.6” Mercurial Barrel
- Damage Range improvement increased from 17% to 27%.
- 9.9” Bowen Cerium Barrel
- Damage Range improvement increased from 8.5% to 17%.
- Vega Precision Grip
- Horizontal Recoil improvement increased from 8% to 12%.
- Nanopulse Grip
- Vertical Recoil improvement increased from 8% to 12%.
- First Shot Recoil improvement increased from 60% to 62%.
- EMT3 Agile Laser
- Damage Range improvement increased from 8.5% to 17%
Razor 9mm
Razor 9mm Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 21, Range 0 - 12.1m
Post-Patch — Damage 21, Range 0 - 12.1m
Medium Damage Range 1
Pre-Patch — Damage 17, Range 12.2 - 18.3m
Post-Patch — Damage 17, Range 12.2 - 18.3m
Medium Damage Range 2
Pre-Patch — Damage 13, Range 18.4 - 27.9m
Post-Patch — Damage 13, Range 18.4 - 30.5m ⇧
Minimum Damage Range
Pre-Patch — Damage 11, Range >27.9m
Post-Patch — Damage 11, Range >30.5m
Additional Adjugments
- Slightly reduced Gun Kick strength and deviation.
- Slightly reduced View Kick strength and deviation.
Attachment Adjustments
- 13” RL-Genesys Barrel
- Damage Range improvement increased from 25% to 33%.
- 9.5” Synthesis Barrel
- Damage Range improvement increased from 12.5% to 21%.
- EAM Pushback Grip
- Horizontal Recoil improvement increased from 9% to 16%.
- Vice Grip
- Vertical Recoil improvement increased from 8% to 17%.
- EMT3 Agile Laser
- Damage Range improvement increased from 12% to 20%.
Dravec 45
Dravec 45 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 26, Range 0 - 13.3m
Post-Patch — Damage 26, Range 0 - 13.3m
Medium Damage Range 1
Pre-Patch — Damage 21, Range 13.4 - 23.5m
Post-Patch — Damage 21, Range 13.4 - 23.5m
Medium Damage Range 2
Pre-Patch — Damage 17, Range 23.6 - 32.5m
Post-Patch — Damage 17, Range 23.6 - 36.8m ⇧
Minimum Damage Range
Pre-Patch — Damage 15, Range >32.5m
Post-Patch — Damage 15, Range >36.8m
Carbon 57
Carbon 57 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 22, Range 0 - 14.6m
Post-Patch — Damage 22, Range 0 - 14.6m
Medium Damage Range 1
Pre-Patch — Damage 18, Range 14.6 - 22.1mm
Post-Patch — Damage 18, Range 14.6 - 22.1mm
Medium Damage Range 2
Pre-Patch — Damage 15, Range 22.2 - 30.5m
Post-Patch — Damage 15, Range 22.2 - 33m ⇧
Minimum Damage Range
Pre-Patch — Damage 13, Range >30.5m
Post-Patch — Damage 13, Range >33m
Additional Adjustments
- Slightly reduced View Kick strength and deviation.
Attachment Adjustments
- 14” Rockleigh Barrel
- Damage Range improvement increased from 30% to 35%.
- 11” Greaves Repose Barrel
- Damage Range improvement increased from 15% to 21%.
- Dulcet Control Grip
- Horizontal Recoil improvement increased from 8% to 15%.
- Goliath Steady Grip
- Vertical Recoil improvement increased from 8% to 15%.
- EMT3 Agile Laser
- Damage Range improvement increased from 13.5% to 21%.
MPC-25
MPC-25 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 30, Range 0 - 9.1m
Post-Patch — Damage 30, Range 0 - 9.1m
Medium Damage Range 1
Pre-Patch — Damage 23, Range 9.2 - 13.5m
Post-Patch — Damage 23, Range 9.2 - 13.5m
Medium Damage Range 2
Pre-Patch — Damage 19, Range 13.6 - 23.5m
Post-Patch — Damage 19, Range 13.6 - 26m ⇧
Minimum Damage Range
Pre-Patch — Damage 16, Range >23.5m
Post-Patch — Damage 16, Range >26m
Additional Adjusments
- Slide to Fire time improved from 290ms to 270ms.
- Dive to Fire time improved from 370ms to 350ms.
- Aim Down Sight time improved from 190ms to 180ms.
- Slightly reduced Gun Kick deviation.
- Slightly reduced View Kick strength.
Attachment Adjustments
- 14.5” VAS Ashe Barrel
- Damage Range improvement increased from 20% to 30%.
- 10.4” Hydra Barrel
- Damage Range improvement increased from 10% to 20%.
- Vassal Stability Grip
- Horizontal Recoil improvement increased from 5% to 17%.
- Magnate Grip
- Vertical Recoil improvement increased from 5% to 14%.
- First Shot Recoil improvement increased from 40% to 60%.
- EMT3 Agile Laser
- Damage Range improvement increased from 10% to 20%.
Marksman Rifles
The Warden 308 and M34 Novaline are both very high-power, precision weapons that we see doing very well so far in Black Ops 7. Our sentiment here is the same as the X9 Maverick, in that we are excited to have Marksman Rifles in the mix and want to keep it that way. For now we want to make sure there’s some counterplay to these weapons, and that playing aggressively with them requires attachment investment. Upping the flinch they receive and hitting the handling and mobility is the approach we’re taking for that.Marksman Rifle Adjustments
Warden 308
The Warden 308 is also losing one-shot potential to the Upper Arms. We don’t want to touch the Upper Torso one-shot, as it’s important to this weapon’s viability. Given how quick it fires, though, we think it’s fair to require good centering.Additional Adjustments
- Upper Arm multipliers removed.
- Sprint to Fire time increased from 220ms to 240ms.
- Tactical Sprint to Fire time increased from 350ms to 370ms.
- Aim Down Sight time increased from 320ms to 365ms.
- Movement Speed reduced from 4.6m/s to 4.5m/s.
- ADS Movement Speed reduced from 2.9m/s to 2.8m/s.
- Received Flinch increased from 0.5N to 0.55N.
Attachment Updates
- 16.2” Artemis-01 Barrel
- No longer improves Lower Arm multipliers.
M34 Novaline
Additional Adjustments
- Sprint to Fire time increased from 230 ms to 250 ms.
- Tactical Sprint to Fire time increased from 360 ms to 380 ms.
- Slide to Fire time increased from 430 ms to 460 ms.
- Dive to Fire time increased from 510 ms to 540 ms.
- Movement Speed reduced from 4.5 m/s to 4.4 m/s.
- Aim Down Sight time increased from 330 ms to 350 ms.
- Received Flinch increased from 0.45 N to 0.5 N.
LMGs
LMG Adjustments
MK7.8
Additional Adjustments
- Aim Down Sight time improved from 460 ms to 440 ms.
Attachment Updates
MFS Heatshield Belt Fed
We saw some frustrations with the overheating on the MK.78 Prestige attachment. We have updated the overheat tuning so that the weapon fires longer before overheating and cools down faster. The penalty is longer if you do overheat, though.
- Heat Accumulation reduced, increasing bullets to overheat from 43 to 55.
- Heat Dissipation Time improved (heat falls quicker when not firing).
- Overheat Penalty increased from 1.2 s to 1.9 s.
XM325
Additional Adjustments
- Aim Down Sight time improved from 400 ms to 390 ms.
Pistols
Pistol Adjustments
Jager 45
We have redesigned the Prestige barrel to have a slower rate of fire, but much higher base damage and range. The new tuning draws inspiration from the Skullsplitter Barrel for the 9mm PM in Black Ops 6, which brought unique gameplay to the pistol class that we also want to have available early on in Black Ops 7.Jager 45 9.6" MFS Vital Ace Barrel Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 31, Range 0 - 14.6m
Post-Patch — Damage 60 ⇧, Range 0 - 36.8m
Medium Damage Range
Pre-Patch — Damage 29, Range 14.7 - 26.7mm
Post-Patch — This Weapon Attachment no longer has a Medium Damage range.
Minimum Damage Range
Pre-Patch — Damage 23, Range >26.7m
Post-Patch — Damage 40, Range >36.8m
Additional Jäger 45 9.6" MFS Vital Ace Barrel Adjustments
- Headshot multiplier reduced from 3.25x to 1.8x.
- Fire Rate reduced from 375 RPM to 200 RPM.
- Sprint to Fire penalty reduced from 22% to 11%.
- Aim Down Sight Speed penalty reduced from 13% to 10%.
- Slightly reduced Gun Kick.
Velox 5.7
The pistols in Black Ops 7 are intentionally stronger than last year. We want them to feel more viable to main in a match, but with some limitations. The Velox 5.7 one-burst in close range was too strong, so it will now require at least one headshot mixed in.Velox 5.7 Damage Adjustments
Maximum Damage Range
Pre-Patch — Damage 34, Range 0 - 6.4m
Post-Patch — Damage 33 ⇩, Range 0 - 6.4m
Medium Damage Range 1
Pre-Patch — Damage 30, Range 6.5 - 19.7m
Post-Patch — Damage 30, Range 6.5 - 19.7m
Medium Damage Range 2
Pre-Patch — Damage 20, Range 19.8 - 25.4m
Post-Patch — Damage 20, Range 19.8 - 25.4m
Minimum Damage Range
Pre-Patch — Damage 19, Range >25.4m
Post-Patch — Damage 19, Range >25.4m
MULTIPLAYER
UI
- Increased viewable minimap area an additional 10% on top of previous 15% increase.
Field Upgrades
- Drone Pod
- Increased Drone Pod charge time from 2.5 to 3 minutes.
- Reduced Drone Pod active drone duration from 10 to 8 seconds.
- Reduced Drone Pod damage from 60 to 50 damage.
Scorestreaks
- Hand Cannon
- Increased ammo for the Hand Cannon Akimbo Overlock from 5 to 7 rounds per gun; reduced hipfire spread by 44%.
- Reduced ammo for the Hand Cannon Extended Mag Overclock from 12 to 10 rounds.
- LDBR
- Increased missile count for the LDBR Second Strike Overclock from 9 to 13 missiles per target.
Modes
- Adjusted FFA spawn influencer size for all maps to address bad spawn issues.
Challenges
- Changed the following camo challenge requirement:
- “Kill enemies affected by your Tactical Equipment” to “Kill enemies affected by your Tactical or non-lethal Scorestreak”.
- Fixed an issue where the Popcorn Medal wasn’t being awarded when getting 2 or more kills with the Needle Drone or Semtex Lethal Equipment.
Stability
- Various crash and stability updates.
ZOMBIES
Maps
- Ashes of the Damned
- Reduced difficulty for the Boss fight in Ashes of the Damned.
- Hoard Husk will regenerate after a minute of collection and give 25% more health.
- Missiles have reduced effectiveness and will no longer fire while a Beam Attack is charging.
- Charge Time for the Beam Attack will be fixed and will no longer be reduced each time it is interrupted, before round 100.
- Reduced damage to passengers riding in Ol' Tessie and removed repair cooldown.
- Increased cooldown on the boss ramming Ol' Tessie in its immune phase.
- Zursa will no longer spawn in Solo before round 100 and has reduced speed.
Gameplay
- Closed an exploit that allowed players to stand on a light fixture at Vandorn Farm.
- Closed an exploit that allowed players to block zombie pathing with Ol' Tessie.
UI
- Addressed a rare issue when entering Ol’ Tessie that could cause the HUD to refresh or the boss to spawn without a health bar.
Challenges
- Increased the amount of Dead Wire Ammo kills required to unlock the Pathfinder Camo for the DS20 Mirage from 5 to 300.
- Changed the following camo challenge requirement:
- “Get Kills shortly after using a Field Upgrade” to "Get Kills while a Field Upgrade is active”.
Stability
- Various crash and stability updates.
CO-OP CAMPAIGN / ENDGAME
General
- Endgame is now available for all players who own Call of Duty: Black Ops 7.
Loadouts
- Addressed an issue where some attachments on weapon builds would not be present after loading into a match.
Quelle: Call of Duty Seite
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