Black Ops 6 Patch Notes November 4 – ARs nerfed, SMGs Buffed
As someone who’s spent countless hours huddled behind walls, frantically reloading my shotgun and praying for a lucky spawn, I can wholeheartedly appreciate the efforts Treyarch has put into improving the gameplay experience in Black Ops 6. The November 4 Patch brings much-needed changes to the spawn logic, ensuring that no player is left at the mercy of spawn-campers.
BO6’s November 4 patch notes cover numerous changes to gun balance across the game.
On November 4th, Treyarch, the creators of Call of Duty, released another update for Black Ops 6. In addition to fixing common issues, this patch incorporates numerous adjustments to weapon balancing. All Submachine Guns have received enhancements, whereas Assault Rifles experience a slight decrease in power. The use of Shotgun slugs has also been adjusted so they no longer instantly kill enemies.
You can grab the new update, centered solely on multiplayer, immediately. This update is a piece of Call of Duty’s continuous work to refine Black Ops 6 before competitive play starts in Season 1.
Assault Rifle Changes in BO6 Patch – November 4
A significant portion of the recent updates involves modifications to Assault Rifles. Generally speaking, these changes primarily focus on reducing their damage. However, by eliminating the Medium damage range for most Assault Rifles, there’s an increase in damage potential during mid-range encounters.
After the Battlefield 6 update on November 4th, I’ve noticed that the XM4 and GPR 91 are now better suited for mid-range fights. They’ve got extended reach but a bit less punch in close quarters. On the other hand, the AK-74 and Model L seem to be optimized for longer range battles, although they might not pack as much wallop when it comes to headshots. Lastly, the AMES 85 and AS VAL seem to be all about finding a balance in power across mid-to-long ranges, making me think more strategically about my positions for consistent performance.
Assault Rifle Adjustments – Patch Notes
Weapon | Damage Range | Pre-Patch Range | Pre-Patch Damage | Post-Patch Range | Post-Patch Damage | Additional Adjustments |
---|---|---|---|---|---|---|
XM4 | Maximum | 0-7m | 22 | 0-16.5m | 21 | CHF Barrel multiplier reduced from 1.48x to 1.42x |
Medium | 7.1-45.7m | 21 | 16.5-40.6m | 20 | ||
Minimum | >45.7m | 17 | >40.6m | 17 | ||
AK-74 | Maximum | 0-5.7m | 28 | 0-38.1m | 27 | Headshot multiplier reduced from 1.3x to 1.15x |
Medium | 5.7-41.9m | 27 | – | – | This weapon will now only have a Maximum and Minimum Damage range. | |
Minimum | >41.9m | 21 | >38.1m | 22 | ||
AMES 85 | Maximum | 0-8.3m | 23 | 0-50.8m | 21 | |
Medium | 8.3-55.9m | 23 | – | – | This weapon will now only have a Maximum and Minimum Damage range. | |
Minimum | >55.9m | 17 | 50.8m | 17 | ||
GPR 91 | Maximum | 0-10.1m | 23 | 0-19.1m | 21 | Headshot multiplier increased from 1.28x to 1.3x |
Medium | 10.2-48.3m | 21 | 19-,1-45.7m | 20 | ||
Minimum | >48.3m | 17 | >45.7m | 17 | ||
Model L | Maximum | 0-8.9m | 29 | 0-44.5m | 27 | Headshot multiplier reduced from 1.3x to 1.15x |
Medium | 8.9-50.8m | 27 | – | – | This weapon will now only have a Maximum and Minimum Damage range | |
Minimum | >50.8m | 21 | >44.5m | 22 | ||
Goblin Mk2 | Maximum | 0-6.4m | 39 | 0-39.4m | 37 | |
Medium | 6.4-39.4m | 37 | – | – | This weapon will now only have a Maximum and Minimum Damage range. | |
Minimum | >39.4m | 30 | >39.4m | 30 | ||
AS VAL | Maximum | 0-9.5m | 21 | 0-21.6m | 20 | |
Medium 1 | 9.6-43.2m | 20 | 21.7-43.2m | 17 | ||
Medium 2 | 43.3-53.3m | 17 | – | – | This weapon will now only have one Medium Damage Range. | |
Minimum | >53.3m | 15 | >43.2m | 15 |
SMG Rifle Changes in BO6 Patch – November 4
In the November 4 BO6 update, the ranges of various Submachine Guns (SMGs) have been modified. Now, they perform better at particular distances without compromising their overall damage. These changes inspire players to capitalize on each SMG’s distinct range abilities, leading to a variety and adaptability in gameplay strategies.
The C9 and KSV weapons have extended their maximum and medium damage distances, making it easier for players to keep up their firepower at slightly greater distances. Additionally, the Tanto .22 and PP-919 benefit from an increased mid-range reach, providing more tactical choices during fights in the middle range. Lastly, both the Jackal PDW and Kompakt 92 weapons have extended effective ranges across all levels, increasing their versatility without changing their damage values.
SMG Rifle Adjustments – Patch Notes
Weapon | Damage Range | Pre-Patch Range | Pre-Patch Damage | Post-Patch Range | Post-Patch Damage |
---|---|---|---|---|---|
C9 | Maximum | 0-12.7m | 29 | 0-13.3m | 29 |
Medium 1 | 12.7-15.9m | 23 | 13.3-16.5m | 23 | |
Medium 2 | 16-27.3m | 19 | 16.6-30.5m | 19 | |
Minimum | >27.3m | 16 | >30.5m | 16 | |
KSV | Maximum | 0-10.2m | 26 | 0-10.8m | 26 |
Medium 1 | 10.3-15.2m | 21 | 10.9-15.9m | 21 | |
Medium 2 | 15.3-26.7m | 15 | 16-29.2m | 15 | |
Minimum | >26.7m | 13 | >29.2m | 13 | |
Tanto .22 | Maximum | 0-6.4m | 38 | 0-6.4m | 38 |
Medium 1 | 6.4-15.2m | 34 | 6.4-16.5m | 34 | |
Medium 2 | 15.3-25.4m | 28 | 16.6-27.9m | 28 | |
Minimum | >25.4m | 22 | >27.9m | 22 | |
PP-919 | Maximum | 0-15.9m | 25 | 0-16.5m | 25 |
Medium 1 | 16-19.7m | 20 | 16.6-20.3m | 20 | |
Medium 2 | 19.8-29.2m | 17 | 20.4-31.8m | 17 | |
Minimum | >29.2m | 15 | >31.8m | 15 | |
Jackal PDW | Maximum | 0-14.6m | 27 | 0-15.2m | 27 |
Medium 1 | 14.7-17.8m | 20 | 15.3-18.4m | 20 | |
Medium 2 | 17.8-26m | 17 | 18.5-29.8m | 17 | |
Minimum | >26m | 15 | >29.8m | 15 | |
Kompakt 92 | Maximum | 0-10.8m | 20 | 0-11.4m | 20 |
Medium 1 | 10.9-14.6m | 17 | 11.4-15.2m | 17 | |
Medium 2 | 14.7-22.9m | 13 | 15.3-26.7m | 13 | |
Minimum | >22.9m | 11 | >26.7m | 11 |
Spawn Tuning, Shotgun Slugs rebalanced
One significant alteration you might observe after the BO6 November 4 Update is the adjustments made to the map spawn points. In a multiplayer game, how and where players initially appear can greatly influence the outcome of battles. If the spawn points aren’t safe, players may find themselves often targeted by other players (spawn-camping), which isn’t enjoyable. To enhance the gaming experience, Treyarch has revised the spawn logic on numerous maps to ensure fairer and safer spawning locations.
Continuously refining the spawn settings involves collecting data, assessing gameplay, and making calculated modifications within the live game. Our top priority is consistently ensuring the most secure spawn points possible on all maps and game types.
Last week, ammunition for shotguns underwent an upgrade, but it hasn’t quite hit the mark that developers were aiming for. As a result, the feature allowing slugs to instantly kill targets with a single bodyshot will be taken out temporarily.
- Marine SP – Slug attachment Max Damage reduced from 106 to 92.
- ASG-89 – Slug attachment Max Damage reduced from 106 to 92.
Perks and Scorestreaks updated in Black Ops 6 November 4 Patch
Changes in player perks such as Recon Combat Specialty being nerfed and Dispatcher being buffed in the November 4 Patch Notes can significantly alter a player’s strategy. These adjustments could potentially tip the scales of power. Additionally, Scorestreaks have been strengthened to make them more enticing when activated.
Recon Combat Specialty Perk
- Reduced duration that enemies are highlighted after respawning to 1.5 seconds from 2 seconds. An additional reduction will be coming before Season 01.
- Resolved an issue that allowed players to activate Recon Combat Specialty by changing Loadouts.
Dispatcher Perk
- Increased Dispatcher Perk score cost for UAV from 500 to 550.
- Increased Dispatcher Perk score cost for Counter UAV from 550 to 600.
Scorestreaks
- Increased health of UAV and Counter UAV (rockets to destroy remain unchanged).
- Increased initial explosion radius of Napalm Strike.
- Reduced the initial entry delay of the LDBR.
- Increased the fly-in speed of the Strategic Bomber.
- Reduced score cost for Interceptors from 1250 to 1150.
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2024-11-05 17:41