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Call of Duty: Black Ops 7 Preseason Patch Notes

Aim Assist

 

Following the Black Ops 7 Beta, we discussed our plans to adjust Aim Assist, and today we are sharing the changes that will be coming to Multiplayer at launch. These changes will also go live in Warzone with Season 01. Our goal with the adjustments is to create a more balanced and competitive experience for all players, regardless of input choice. It is also important to us that these changes preserve the core feel of Call of Duty controller gameplay.
When looking at engagements between similarly skilled controller and keyboard/mouse (KBM) players, we found that controller is slightly favored to win at close ranges and KBM is favored at long ranges. In addition to collecting data, we have also followed community discussions on the effectiveness of Rotational Aim Assist. Based on the data and feedback, our launch adjustments focus on the strength of Rotational Aim Assist at short and long range, as well as the requirements to fully activate Rotational Aim Assist.

We look forward to hearing your feedback on these changes, and we will be gathering more data to continue our push for a level and competitive playing field in Black Ops 7.

 

In Black Ops 6, we updated Rotational Aim Assist strength at close range to scale over a short distance. In Black Ops 7, we are increasing the range before full Rotational Aim Assist strength is achieved.
 

Additionally, we have slightly increased Rotational Aim Assist strength at very long ranges.
 

A new right stick aiming requirement has also been added to Rotational Aim Assist. Previously, full Rotational Aim Assist strength was achieved regardless of aiming direction or which stick was being controlled. With this update, the player’s right stick movement must be tracking an enemy target for Rotational Aim Assist to activate at full strength. If the conditions are not met, Rotational Aim Assist strength will be reduced. For example, if only the left stick is being controlled during an engagement, Rotational Aim Assist strength will be reduced.

 

Movement Updates 

  • Adjusted mantling for smoother, faster, and more consistent mantles.
  • Addressed an issue where players could dive when moving slower than intended.
  • Slightly reduced slide acceleration, speed, and duration.

 

XP Earn Rates 

  • Increased Weapon XP earn rates. 
  • Weapons will progress faster than they did in the Beta, and will reach max level roughly 25% faster than they did in Black Ops 6.
  • Addressed inconsistent per-item Overclock earn rates to ensure that players earn Overclocks at a fairly consistent rate when using all Lethal, Tactical, Field Upgrade, and Scorestreak types frequently and successfully.
  • Increased Daily Challenge Bonus XP reward from 3,000 XP to 5,000 XP.

 

Challenges 

  • Added the ability to Re-Roll one Daily Challenge per day (per mode). 
  • The Re-Rolled Challenge will be replaced with a different Challenge, allowing players to replace one Challenge they don’t want to complete each day for a chance at something that better aligns with their playstyle (if desired). 

 

Medals & Score Events

  • Added a significant number of new Multiplayer and Zombies Medals, as well as returning Medals that were not included in the Beta. View the “Medal Collection” in the Career > Stats menu for the full list of Multiplayer and Zombies Medals.

 

Weapons: Multiplayer & Zombies

Black Ops 7 is almost here, and there are quite a few tuning changes coming at launch for the weapons we had in the Beta. Like this past year, we are committed to posting a detailed list of every weapon and attachment change we make in Black Ops 7, as well as providing insight into the reasons for our changes. Today, we’ll be previewing damage range changes to SMGs and the M15 MOD 0 assault rifle, an overhaul to shotgun damage, and numerous attachment adjustments.

When it comes to the attachment changes, you’ll see that we pulled back slightly on some of the parts that improve Damage Range, Bullet Velocity, Recoil Control, and various movement speeds. Now that these attributes can be improved across more nodes, we are keeping tabs on how extreme they can get when stacking them. Even after these changes, going all in on an attribute will result in larger improvements than were possible in Black Ops 6. And some weapons will be able to push to greater extremes than others in certain areas. Expect more frequent attachment tuning throughout the Black Ops 7 seasons, as build variety is a core goal for us.

As a final note, most weapon classes had jump penalties for ADS and Sprint to Fire slightly increased. There were two reasons for these adjustments: The first is that it’s part of the balancing factor for Wall Jump during an engagement, and especially important now that ADS during Wall Jump is baseline. The second reason is that there are more opportunities to reduce these penalties via attachments in Black Ops 7, including significant improvements on some Prestige Attachments. This will allow players to tech into combat movement, and also lets some weapons shine in this area.

For more specific Zombies weapon adjustments, including Pack-a-Punch changes, check out the Zombies section further below.

 

Assault Rifles

 

  • General Updates
    • Jump ADS Speed Penalty increased from 30% to 40%.
    • Jump Sprint to Fire Penalty increased from 35% to 45%.
  • Attachment Updates
    • Tactical Laser
      • Tac Stance Aim Down Sight Speed improvement reduced from 25% to 20%.

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