Call Of Duty Black Ops 4 has been out for just a cou­ple of weeks now and play­ers have put in a ton of time with its 3 game modes (check out our Black Ops 4 review to see how we felt about it at launch!). A few weapons felt out of bal­ance with the rest of the game and some spe­cial­ist need­ed some tweak­ing. TodayTre­yarch has updat­ed Call Of Duty Black Ops 4 on the PS4 and Xbox One. This patch con­tains a lit­tle bit of every­thing, bal­anc­ing, bug fix­es, spawn adjust­ments and some new game mode playlist. Check out the full patch notes below:

Mul­ti­play­er

  • Playlist Updates

    • Fea­tured Playlists

      • Gun Game” playlist added to Fea­tured Playlist (no par­ties allowed).

      • Mer­ce­nary Death­match Mosh­pit” playlist added to the Fea­tured Cat­e­go­ry (TDM and Kill Con­firmed, no par­ties allowed).

      • Chaos Dom­i­na­tion” playlist to Fea­tured Cat­e­go­ry (3-sec­ond cap­tures, 150-point rounds, 6v6).

    • Hard­core TDM / Hard­core Kill Con­firmed

      • Play­er count increased to 6v6.

      • 2 Spe­cial­ist lim­it per team.

  • Assault Rifles

    • We’re dial­ing back some pre­vi­ous buffs to Assault Rifles to help close the gap in effec­tive­ness between ARs and SMGs, allow­ing SMGs to be more effec­tive at fir­ing on the move.

    • Slight reduc­tion to ADS move speed for all Assault Rifles.

    • Slight reduc­tion to ADS-in tran­si­tion speed for all Assault Rifles.

    • ICR-7

      • Reduced head­shot dam­age.

      • Slight reduc­tion to reload speed.

    • VAPR-XKG

      • Reduced close-range head­shot dam­age.

      • Dam­age now falls off soon­er.

      • High Cal­iber: Reduced head­shot mul­ti­pli­er, elim­i­nat­ing the pos­si­bil­i­ty of a 3-hit kill.

  • Sub­ma­chine Guns

    • Mobil­i­ty is the pri­ma­ry strength of SMGs, speed­ing across the map to engage or dis­en­gage quick­ly. Some of the close-range SMGs were per­form­ing quite well, while oth­ers strug­gled to com­pete with the rest of the cat­e­go­ry. This week’s bal­anc­ing pass lev­els the play­ing field between SMGs.

    • MX9

      • Extend­ed all dam­age ranges.

      • High Cal­iber: Reduced head­shot mul­ti­pli­er, elim­i­nat­ing the pos­si­bil­i­ty of a 4-hit kill.

    • Cordite

      • Extend­ed all dam­age ranges.

      • Belt-Feed Oper­a­tor Mod: Increased over­heat rate.

    • GKS

      • Quad Shot Oper­a­tor Mod: Slight time increase in between bursts.

    • Saug 9mm

      • Dual Wield Oper­a­tor Mod: Reduced hip-fire accu­ra­cy.

  • Tac­ti­cal Rifles

    • We’ve buffed the ABR to be more com­pet­i­tive with the oth­er Tac­ti­cal Rifles, while step­ping down its Oper­a­tor Mod to keep it from becom­ing a crutch Attach­ment. The Sword­fish received some Attach­ment adjust­ments, as well.

    • ABR 223

      • Extend­ed max­i­mum dam­age range.

      • Repeater Oper­a­tor Mod: Now takes longer to accel­er­ate fire rate.

      • Stock: Slight reduc­tion in move­ment speed bonus.

      • Laser Sight & Laser Sight II: Improved hip-fire accu­ra­cy.

    • Sword­fish

      • High Cal­iber: Reduced head­shot mul­ti­pli­er, elim­i­nat­ing the pos­si­bil­i­ty of a 3-hit kill.

      • Pen­ta Burst Oper­a­tor Mod: Reduced extra grant­ed clip-size.

  • Sniper Rifles

    • The oth­er Sniper Rifles need­ed help to fight King Pal­adin. We’re giv­ing these rifles reduced idle sway and upping their dam­age to help fin­ish off wound­ed tar­gets more con­sis­tent­ly.

    • Removed turn sway when aim­ing down sights on all Sniper Rifles to bet­ter ensure the weapon ret­i­cle stays cen­tered when turn­ing.

    • Pal­adin HB50

      • High Cal­iber II: Hit­ting the low­er tor­so on a full Tak-5-boost­ed ene­my will no longer be a 1-hit kill.

      • FMJ II: Improved dam­age against Score­streaks.

      • Sta­bi­liz­er II: Play­er can now hold breath soon­er after the pre­vi­ous hold breath.

    • Out­law

      • Improved base dam­age from 110 to 130.

      • Reduced idle sway.

      • Increased base move­ment speed.

      • Stock: Slight increase in ADS move­ment speed bonus.

    • SDM

      • Increased clip size from 10 to 12.

      • Reduced idle sway.

    • Koshka

      • Improved Dam­age from 120 to 140.

      • Stock: Slight increase in ADS move­ment speed bonus.

  • Light Machine Guns

    • Some in the com­mu­ni­ty have dis­cov­ered that the Titan and VKM 750 are extreme­ly effec­tive weapons! We’re ton­ing them down before every­one jumps on the band­wag­on. While they’ll still be scary to face off against, play­ers will now have a more rea­son­able chance to defend them­selves against these LMGs.

    • Titan

      • Reduced head­shot dam­age.

      • Reduced hip-fire accu­ra­cy.

      • Stock: Reduced ADS move­ment speed bonus.

    • VKM 750

      • Reduced move­ment speed while fir­ing.

      • Reduced dam­age slight­ly.

      • Fat Bar­rel Oper­a­tor Mod: Reduced bul­let trac­er size.

    • Hades

      • Cross Bar Oper­a­tor Mod: Reduced move­ment speed and accu­ra­cy.

      • Steady Grip: Improved recoil mit­i­ga­tion.

  • Pis­tols

    • Slight reduc­tion to ADS-in tran­si­tion speed for all Pis­tols.

    • RK 7 Gar­ri­son

      • Slight increase to the time between bursts.

      • Slight reduc­tion to reload speed.

  • Shot­guns

    • This weapon class is close to where we want it, with only a cou­ple of spe­cif­ic Attach­ments per­form­ing bet­ter than intend­ed. Shot­guns in Black Ops 4 play a dif­fer­ent role than in past Call of Duty titles, and those who have prac­ticed cat-and-mouse game­play can be high­ly effec­tive with them.

    • MOG 12

      • Choked Bar­rel: 1-hit-kill range reduced.

      • Dragon’s Breath Oper­a­tor Mod: Resolved an issue where the Dragon’s Breath occa­sion­al­ly trig­gered incor­rect visu­al and sound FX on tar­gets.

    • SG12

      • Strobe Light Oper­a­tor Mod: Addressed an issue with the Strobe Light where it would remain on after death.

      • Live update com­ing soon to reduce the range at which the Strobe Light inter­feres with ene­my aim.

  • Attach­ments (All Weapons)

    • Grip II

      • Reduced ADS flinch mit­i­ga­tion.

    • Sup­pres­sor

      • Reduced dam­age falloff ranges.

    • Holo­graph­ic Sight Optic

      • Reduced ADS recoil.

    • Dual Zoom Optic

      • Reduced ADS recoil.

    • Recon Optic

      • Reduced ADS recoil.

    • ELO Optic

      • Slight­ly increased ADS recoil.

  • Spe­cial­ists

    • Ajax

      • We’re pro­vid­ing more strate­gic options to coun­ter­act Bal­lis­tic Shield, and to help ensure the Shield isn’t acti­vat­ed too often in the same game.

      • Explo­sives now apply par­tial dam­age to the front of a deployed Bal­lis­tic Shield user.

      • Bal­lis­tic Shield now takes longer to earn.

    • Nomad

      • We want to encour­age Nomad to work more close­ly with his K9-Unit to max­i­mize effec­tive­ness.

      • Reduced K9-Unit health by 10%.

    • Crash

      • While we’re hap­py that our Sup­port Spe­cial­ist is so pop­u­lar, he was a bit too effec­tive as a Score­streak farmer.

      • Reduced “Team­mate Used Pack” score event from +50 to +25.

    • Fire­break

      • Puri­fi­er has been restored to its for­mer glo­ry.

      • Increased Puri­fi­er flame dam­age to be a guar­an­teed even­tu­al kill against a play­er who doesn’t have Tac­ti­cal Mask equipped.

    • Recon

      • Intel­li­gence wins wars, and Recon is liv­ing proof. We have intel­li­gence that Recon’s intel­li­gence is too good, so we’re re-clas­si­fy­ing some of his sources.

      • Reduced Sen­sor Dart dura­tion.

      • Resolved an issue where voiceover would incor­rect­ly state that the player’s Sen­sor Dart was destroyed.

    • Torque

      • Many in the com­mu­ni­ty have embraced Torque with inven­tive playstyles, though he’s still strug­gling on a broad­er scale. We bol­stered the effec­tive­ness of his Bar­ri­cade to ensure he stays rel­e­vant in team com­po­si­tions.

      • Increased earn rate for Bar­ri­cade.

      • Increased hit points for Bar­ri­cade.

      • Addressed an issue that pre­vent­ed TAACOM from telling the play­er that their Bar­ri­cade was tak­ing dam­age.

    • Prophet

      • Prophet’s Tem­pest need­ed an upgrade to stand a chance of com­pet­ing with the rest of the Spe­cial­ists.

      • Great­ly increased Tem­pest pro­jec­tile speed.

      • Slight­ly increased Tem­pest chain dis­tance.

      • Resolved an issue where being hit by an explo­sive charge would dis­able the Tem­pest charge, pre­vent­ing fur­ther arc­ing.

  • Spawns

    • Team Death­match

      • Tuned spawn log­ic around how ene­mies impact where the game choos­es to respawn the play­er.

      • Spawn adjust­ments made for Slums, Sum­mit, Mili­tia, and Fir­ing Range.

    • Dom­i­na­tion

      • Spawn adjust­ments made for Ice­break­er, Con­tra­band, Hacien­da, Pay­load, Grid­lock, Slums, Sum­mit, Mili­tia, Jun­gle, and Fir­ing Range.

    • Hard­point

      • Tuned spawn log­ic tun­ing around how the active Hard­point affects near­by spawns. This should pro­vide more pre­dictable spawns when bat­tling over an active Hard­point.

      • Addi­tion­al glob­al spawn adjust­ments to improve the abil­i­ty for a play­er to anchor a loca­tion for their team’s respawns rel­a­tive to an active Hard­point.

      • Spawn adjust­ments made for Fre­quen­cy and Sea­side.

    • Free For All

      • Spawn adjust­ments made for Slums, Sum­mit, Mili­tia, and Fir­ing Range.

    • Con­trol

      • Spawn adjust­ments made for Slums, Sum­mit, Mili­tia, and Fir­ing Range.

  • Gear

    • Stim Shot

      • Increased time to ful­ly heal the play­er.

    • Armor

      • Resolved an issue where Armor pro­tect­ed from more dam­age than intend­ed when hit­ting areas of the body that have dam­age mul­ti­pli­ers, such as the head or upper chest. This pri­mar­i­ly affects weapons with chest mod­i­fiers, such as Sniper Rifles or weapons with High Cal­iber II.

    • Acoustic Sen­sor

      • Reduced the range at which sprint­ing ene­mies are detect­ed.

  • Perks

    • Dead Silence

      • Reduced play­er move­ment vol­ume and dis­tance that play­ers equipped with Dead Silence can be heard by ene­mies. The inten­tion for Dead Silence is not to be com­plete­ly silent, but also not to allow ene­mies to hear your move­ment from longer dis­tances.

    • Engi­neer

      • Extrac­tion heli­copter in Heist will no longer be high­light­ed by the Engi­neer Perk.

  • Score­streaks

    • Man­tis

      • Resolved an issue where the Man­tis could be destroyed by touch­ing the Out-Of-Bounds area of a map.

    • Dart

      • Increased explo­sion radius and dam­age.

      • Play­ers can now use a sec­ond Dart when earn­ing two Dart Score­streaks.

    • Strike Team

      • Pre­vent­ed Strike Team kills from con­tribut­ing towards owner’s kills with­out dying medals.

  • Game­play

    • Reduced ranges required for Long­shot Medals for Assault Rifles, Tac­ti­cal Rifles, Sub­ma­chine guns, and Light Machine Guns.

    • Resolved an issue where the “Hard Stop” Chal­lenge could reset before reach­ing 300.

    • Resolved an issue where the “Marks­man Mas­tery” Chal­lenge would not give 10,000 XP upon com­ple­tion.

    • Resolved an issue where destroy­ing friend­ly Score­streaks would award score.

    • Play­ers can no longer crouch or go prone while per­form­ing a Ges­ture.

  • Game Modes

    • Increased XP earn rate in Heist.

    • Increased amount of XP earned per kill in Free For All.

    • Resolved an issue where Hard­core wins were not count­ed toward Chal­lenges.

    • Resolved an issue in Free For All where Recon play­ers could receive Vision Pulse assist score.

    • Silent Plant option in Cus­tom Games should now make plant­i­ng and defus­ing bombs com­plete­ly silent.

  • Maps

    • Ice­break­er

      • Adjust­ed cov­er pieces to dis­cour­age play­ers from spawn-camp­ing.

      • Added cov­er to the low­er respawn side.

    • Slums

      • Adjust­ed cov­er pieces to dis­cour­age play­ers from spawn-camp­ing.

    • Mis­cel­la­neous

      • Sev­er­al map fix­es to address exploits that allowed play­ers to leave the intend­ed play space.

  • The­ater

    • The­ater files record­ed before this update will no longer be view­able due to sig­nif­i­cant archi­tec­tur­al changes to the sys­tem. As not­ed in our pre­vi­ous major update, we will make every effort to keep instances of incom­pat­i­bil­i­ty to a min­i­mum.

    • Added a water­mark in the HUD that only dis­plays when in The­ater mode.

      • Why this change? We often see play­ers post­ing videos record­ed from The­ater as a demon­stra­tion of “poor hit detec­tion” or oth­er issues that appear to be incor­rect. While The­ater rep­re­sents what hap­pened in a match in a gen­er­al sense, it does not reflect with 100% accu­ra­cy all of the details as they were expe­ri­enced live. Live record­ed game­play footage is the more accu­rate method for report­ing behav­ior in the game that is not per­form­ing as expect­ed. With this change, we can bet­ter iden­ti­fy The­ater clips when review­ing com­mu­ni­ty videos and there­fore fil­ter them out for the more accu­rate live record­ed clips.

  • Audio

    • Resolved issues that caused foot­steps to sound muf­fled when they shouldn’t be.

Black­out

  • Playlists

    • 100-Play­er Solos added to Fea­tured playlist.

    • Max­i­mum play­er count set to 88 for Duos and Quads.

  • Audio

    • Tweaked set­tings to ensure friend­ly team­mates’ foot­steps are now qui­eter than ene­my foot­steps.

    • Adjust­ed foot­steps for all Armor types in first-per­son and third-per­son to give bet­ter direc­tion­al­i­ty and dis­tance infor­ma­tion.

    • Resolved an issue that occa­sion­al­ly caused foot­steps to be silent.

    • Resolved issues that caused foot­steps to become muf­fled when they shouldn’t be.

  • Armor

    • Armor now allows more dam­age to pass through to areas of the body that have dam­age mul­ti­pli­ers, such as the head or upper chest. For exam­ple, head­shots now do more dam­age against Lev­el 3 Armor.

  • Char­ac­ter Mis­sions

    • Unlocked remain­ing Spe­cial­ist Char­ac­ter Mis­sions (Bat­tery, Fire­break, Nomad, Prophet, Ruin, Ser­aph)

  • Item Found” Noti­fi­ca­tions

    • To tag an item for your team­mate, approach the Item and select the bot­tom cen­ter com­mand on your Com­mand Wheel. This will dis­play the Item in text on your team’s HUD and high­light the item in the world for your team.

    • Increased the bright­ness of Items when a team­mate tags them as “Item Found” via the Com­mand Wheel.

    • Increased dura­tion that Items tagged using “Item Found” are dis­played in the world to your team.

  • Call­ing Cards and Chal­lenges

    • Resolved an issue where com­plet­ing Dark Ops Chal­lenges would not unlock their asso­ci­at­ed Call­ing Card.

    • Resolved an issue where cer­tain Chal­lenges reward­ed the same Call­ing Card.

  • UI

    • Resolved an issue where the Altime­ter could dis­ap­pear dur­ing Infil­tra­tion.

    • Resolved an issue where incor­rect Inven­to­ry items could be shown while spec­tat­ing anoth­er play­er.

  • Mis­cel­la­neous

    • Resolved an issue that allowed play­ers to shoot through cer­tain rocks.

    • Improved visu­al qual­i­ty of the grass.

    • Resolved an issue where the After Action Report would show dou­ble dam­age when in Squads.

    • Resolved an issue where Ech­e­lon Rank­ing wasn’t show­ing prop­er­ly at Max Rank.

Zom­bies

  • Game­play

    • Increased XP earn rate for Hard­core and Real­is­tic dif­fi­cul­ties.

  • Blood of the Dead

    • Addressed an issue where the New Indus­tries por­tal ghost remained vis­i­ble from the start of the step.

    • Fixed lever ani­ma­tion on the Pow­er House ghoul in the Main East­er Egg Quest.

  • IX

    • Resolved an issue where play­ers could be tossed out­side the intend­ed play space of the Boss Bat­tle Are­na.

    • Resolved an issue where earn­ing Mule Kick could take away all play­er weapons and mon­ey.

  • Mis­cel­la­neous

    • Resolved an issue pre­vent­ing play­ers from apply­ing their Clan Tag or using the Kill Counter after weapon Pres­tige.

    • Resolved an issue where the SG12 lost all attach­ments when Pack-A-Punched.

    • Fixed mul­ti­ple exploit spots in the maps.

    • Fixed sev­er­al sta­bil­i­ty issues asso­ci­at­ed with enter­ing and exit­ing the Alche­my Lab at spe­cif­ic times.

    • Earn­ing addi­tion­al Perks will now be dis­played on the player’s HUD.

    • Resolved issues with Pres­tige Mas­ter not func­tion­ing cor­rect­ly.

    • Resolved sev­er­al issues with Cus­tom Muta­tion options not work­ing cor­rect­ly.

    • Resolved an issue where the wrong Camo could be dis­played on a weapon.

    • Resolved an issue where play­ers were not get­ting revived when the DG-5 Pow­er Plant abil­i­ty had been enabled.

    • Resolved sev­er­al instances of Any­where But Here not work­ing when acti­vat­ed on a mov­ing plat­form, like the gon­do­la in Blood of the Dead.

    • Fixed an exploit where play­ers could keep their Spe­cial Weapon out indef­i­nite­ly.

Gen­er­al

  • Social

    • Play­ers can now invite play­ers who are online, but not in the game, to their in-game par­ty.

  • Mis­cel­la­neous

    • Resolved an issue where par­tic­u­lar weapon Camos would over­lap weapon Optics.

    • Resolved mul­ti­ple issues with Paintjobs not show­ing up in-game.

    • Resolved an issue where your Gun Rack would show up when inspect­ing oth­er play­ers.

    • Resolved an issue where Emblems for oth­er play­ers would appear in low­er res­o­lu­tion than expect­ed in the Social menu.

    • Gen­er­al sta­bil­i­ty fix­es and per­for­mance improve­ments across Mul­ti­play­er, Black­out, and Zom­bies.

Source: Red­dit