Call of Duty: Modern Warfare 3 Season 2 Patch Notes Out Now

Call of Duty: Modern Warfare 3 Season 2 Patch Notes Out Now

Here’s what to anticipate.

Upgraded:

Feb 7, 2024 3:09 pm

Published:

Feb 7, 2024 3:01 pm

Activision has actually launched spot notes for Call of Duty: Modern Warfare 3 Season 2, which goes live today, February 7 at 9am Pacific/ 12noon Eastern/ 5pm UK.

Multiplayer has a variety of brand-new additions, consisting of maps, modes, weapons, and aftermarket parts. There’s a brand-new perk (Ninja Vest), operators, and occasions. Inspect IGN’s report on whatever pertaining to Modern Warfare 3 with Season 2 for more

Fans will be especially interested in the sweeping balance modifications Season 2 brings with it. In a articleActivision highlighted modifications to ADS (objective down sights) idle sway and hipfire crosshair sway, which it stated were triggered by gamer feedback and internal evaluation, and are developed to enhance the accuracy and responsiveness of intending, “especially while utilizing a mouse– although, these modifications might be observed despite the input gadget.” Of note are Multiplayer-specific modifications to health, with health regrowth now much faster, and a huge nerf to melee.

Leading 10 Call of Duty Games

Modern Warfare 3 Global Patch Notes:

ADS Idle Sway

While a gamer is intended down sight, idle sway is active. This mechanic prevents gamers from holding their sights for a prolonged amount of time with a continuous, subtle movement that presents minor mistake.

  • ADS idle sway now starts soon after intending down sight, instead of right away, presenting a hold-up to the sway curve that is usually 5ms long however differs by weapon.
    • Keep In Mind: Sniper Rifles are not consisted of in this modification.
  • After the preliminary hold-up, ADS idle sway now slowly increases over a 3s duration before reaching peak speed, instead of starting at complete speed upon intending down sights.
    • Keep In Mind: Sniper Rifles are not consisted of in this modification.
  • ADS idle sway now regularly starts from the position of the gamer’s hipfire crosshair, instead of along the sway curve.

These modifications make sure that gamers with quick reflexes and accurate goal aren’t disadvantaged the minute they intend down sights.

Hipfire Crosshair Sway

The trajectory of weapon bullets is represented by the hipfire crosshair position on the gamer’s screen. Formerly, the crosshair was affected by the instructions of the weapon, triggering the shooting instructions to differ the center of the screen. Today’s modifications remove the resulting compromise to precision without compromising the weight and reactivity this movement included.

  • Hipfire crosshair will no longer sway from the center of the screen while the gamer moves or turns the electronic camera.
    • Keep in mind: We’re mindful that particular Stock Attachments might reintroduce this habits. This is unintended, and we’ll remedy these artifacts in future video game updates.
  • Weapon bullet trajectory is now really lined up with the hipfire crosshair, and therefore, the center of the gamer’s screen.

These modifications reward competent goal. Basically, where you’re intending is where your bullets will go.

Looking Ahead

Please spend some time to adapt to these modifications and let us understand how you feel. We’ll continue to monitor your feedback as we identify our next actions for intending and associated mechanics.

And here are the Multiplayer particular Season 2 spot notes:

MULTIPLAYER

UIX

  • New Features & & Adjustments
    • Included Weekly classification to the Challenges widget in the Lobby view.
    • In-depth stat contrasts are now readily available for base Weapons in the Gunsmith.
    • Reduced kill feed line period from 10s to fives (-50%).
    • Reduced kill feed line fade period from ones to 0.5 s (-50%).
    • Occasion classification is now shown initially in the list of Weapon Camos.
  • Bug Fixes
    • New product breadcrumbs will now be cleared upon hover when utilizing a Controller.
    • Platform-exclusive Calling Cards will no longer be shown when not available.
    • Resolved a make use of that enabled void Attachment mixes utilizing the in-game Loadout editor.
    • Pushing button mixes while in the Firing Range will no longer kick the gamer back to the menu.
    • Repaired a concern in which navigation through Weapon Select ended up being unresponsive after opening and closing filters on a locked weapon.
    • Solved a visual bug in which development for Weapon Mastery camouflage difficulties was not shown properly.
    • Repaired a problem where an inbound invite to sign up with a group would end up being damaged if another invite was accepted before it.
    • Repaired a problem in which gamers might not mark favorites in Gunsmith.
    • Round shift UI will now show right ratings in Search and Destroy.
    • Weapon development seeing timely will no longer open the inaccurate menu.

GAMEPLAY

  • Bug Fixes
    • Dealt with a problem triggering field of vision to be set greater than meant after infil.
    • Gamers will no longer dive while utilizing the Slide Only alternative on Controller.
  • Reduced hold-up before health regrowth starts from fours to threes (-25%).
  • Increased health regrowth rate from 40hp/s to 75hp/s (+88%).

We’ve changed health regrowth to much better match the speed of gameplay. Now, for instance, it’ll just take ~ fives to recover from 1 to 150 health, below the previous ~ 7.7 s. These modifications intend to boost the strength and fulfillment of gunfights.

We eagerly anticipate your feedback as we identify our next actions for health regrowth.

DEVELOPMENT

  • Fixed numerous problems avoiding the following Attachments from being opened.
    • RAM-7 (Assault Rifle): XTEN FRL-3 Heavy Barrel
    • Longbow (Sniper Rifle): Iron Sights Optic
    • XRK Stalker (Sniper Rifle): No Stock
    • International: JAK BFB Muzzle
  • Included missing out on Laser Attachments to Gilded Camo obstacle tracking for Marksman Rifles.
  • Breacher Drone eliminates will no longer count towards Frag Grenade eliminates Challenges
  • Solved a concern in which Juggernaut Recon (Killstreak) would not track eliminates for Challenges properly.

MAPS

  • MWII carry-forward maps are now offered in the Quick Play rotation.
  • Highrise
    • Changes to avoid gamers from generating in undesirable conditions near the Actibase and Phonic Reception locations.
  • Sub Base
    • Improved Hardpoint unbiased border in the Warehouse (P3) to avoid capture from an unexpected place.
  • Terminal
    • Changes to avoid gamers from generating in undesirable conditions near Security.
  • Underpass
    • Gamers can no longer access an exploitable place near the Shelf.
  • Wasteland
    • Dealt with a problem that triggered more fog than meant on particular platforms.

MODES

  • Personal Match
    • Remedied HUD components after altering groups in War Mode.
    • Disabling Perks by means of Game Rules will no longer avoid some Blueprints from being shown.

DEFENSE & & ATTACHMENTS

  • Reduced melee lunge range of all MWIII Weapons to line up with MWII requirements.
  • Increased motion speeds of all MWII Weapons to line up with MWIII requirements.
  • Included weapon kick control and recoil control advantages in Tactical Stance for all Weapons.

Attack Rifles”

  • Holger 556
    • Increased objective down sight time from 260ms to 270ms (+4%).
  • MCW
    • Increased goal down sight time from 240ms to 265ms (+10%).
    • Increased sprint to fire time from 241ms to 252ms (+5%).
    • JAK Raven Kit
      • Increased optimum damage from 31 to 33 (+6%).
      • Reduced medium damage from 23 to 22 (-4%).
      • Reduced minimum damage from 22 to 20 (-9%).
      • Reduced optimal damage variety from 20.3 m to 19.8 m (-3%).
      • Increased near-medium damage variety from 29m to 35.6 m (+23%).
      • Increased medium damage variety from 40.6 m to 45.7 m (+13%).
      • Increased headshot damage multiplier from 1.4 x to 1.5 x (+7%).
      • Increased lower-torso damage multiplier from 1.01 x to 1.1 x (+9%).
      • Reduced hipfire spread while moving.
      • Reduced recoil and weapon kick considerably.

Fight Rifles”

  • BAS-B
    • Increased sprint to fire time from 231ms to 252ms (+9%).
    • Increased objective down sight time from 260ms to 270ms (+4%).
    • Increased hipfire spread minimum from 2.3 deg/s to 2.9 deg/s (+26%).
  • Sidewinder
    • Increased bullet speed from 540m/s to 600m/s (+11%).
    • Reduced recoil and weapon kick considerably.
    • JAK Thunder LMG Kit
      • Increased hold-up before sped up rate of fire starts to decay from 200ms to 500ms (+150%).
      • Reduced faster rate of fire decay rate from 300rpm/s to 240rpm/s (-20%).
      • Increased weapon kick control and recoil control by 35%.
  • TAQ-V (MWII)
    • Increased optimal damage variety from 35.6 m to 43.2 m (+21%).
    • Increased near-medium damage variety from 48.3 m to 55.9 m (+16%).

Submachine Guns”

  • Striker
    • Increased near-medium damage variety from 19.1 m to 21.6 m (+13%).
    • Increased medium damage variety from 25.4 m to 27.9 m (+10%).
  • AMR9
    • JAK Ettin Double Barrel Kit
      • Included missing out on hipfire crosshair.
  • WSP-9
    • Reduced objective down sight time from 240ms to 220ms (-8%).
    • Increased optimal damage variety from 16.5 m to 18.5 m (+12%).
    • Increased near-medium damage variety from 22.9 m to 25.1 m (+10%).
    • Broodmother.45 Kit
      • Reduced objective down sight time from 270ms to 241ms (-11%).
      • Reduced motion speed charges by 50%.

Shotguns”

  • Lockwood 680
    • Lockwood Defender Heavy Long Barrel
      • Increased sprint to fire time charge from 8% to 30% (+22%).
  • KV Broadside (MWII)
    • Reduced sprint to fire time from 210ms to 189ms (-10%).
    • Reduced objective down sight time from 330ms to 240ms (-27%).

Light Machine Guns”

  • TAQ Eradicator
    • Increased sprint to fire time from 210ms to 252ms (+20%).
    • Increased goal down sight time from 330ms to 340ms (+3%).
  • RAAL MG (MWII)
    • Reduced sprint to fire time from 216ms to 199ms (-8%).
    • Reduced objective down sight time from 390ms to 330ms (-15%).
  • 556 Icarus (MWII)
    • Reduced sprint to fire time from 250ms to 235ms (-6%).
  • RPK (MWII)
    • Reduced goal down sight time from 410ms to 380ms (-7%).

Marksman Rifles”

  • MCW 6.8
    • Reduced objective down sight time from 271ms to 245ms (-10%).
    • Reduced all damage varieties by 18%.
    • Reduced bullet speed from 1016m/s to 930m/s (-8%).
    • Reduced hipfire spread minimum from 5deg/s to 4.1 deg/s (-18%).
    • Reduced hipfire spread optimum from 12.1 deg/s to 10deg/s (-17%).
  • DM56
    • Reduced near-medium damage from 42 to 41 (-2%).
    • Reduced minimum damage from 39 to 38 (-3%).
  • MTZ Interceptor
    • Increased sprint to fire time from 252ms to 262ms (+4%).
    • Increased objective down sight time from 265ms to 280ms (+6%).
    • Reduced neck damage multiplier from 1.62 x to 1x (-38%).
  • SP-R 208 (MWII)
    • Reduced optimal damage variety from 19.6 m to 13m (-34%).
    • Increased upper-arm damage multiplier from 1.15 x to 1.5 x (+30%).

Damage multiplier boost enables one-shot eliminates to the upper-arm.

  • Lockwood Mk2 (MWII)
    • Increased optimum damage from 110 to 125 (+14%).
    • Reduced optimal damage variety from 8.9 m to 6.4 m (-29%).

Damage boost permits one-shot eliminates to the upper-torso within the optimum damage variety.

  • LM-S (MWII)
    • Reduced strength of objective down sight idle sway.
  • SA-B 50 (MWII)
    • Increased optimum damage from 110 to 120 (+9%).
    • Reduced optimal damage variety from 14.2 m to 10.4 m (-27%).

Damage boost permits one-shot eliminates to the upper-torso within the optimum damage variety.

Sniper Rifles”

  • Longbow
    • Reduced goal down sight time from 550ms to 520ms (-5%).
  • Signal 50 (MWII)
    • Reduced optimal damage variety from 48.5 m to 35.1 m (-28%).
  • SP-X 80 (MWII)
    • Increased objective down sight time from 521ms to 545ms (+5%).

Pistols”

  • Renetti
    • JAK Ferocity Carbine Kit
      • Reduced motion speed charges by 50%.
  • Basilisk (MWII)
    • Increased optimal damage variety from 6.9 m to 8.4 m (+22%).
    • Increased near-medium damage variety from 15.2 m to 22.9 m (+50%).
    • Increased medium damage variety from 22.9 m to 35.1 m (+53%).
    • Increased far-medium damage variety from 35.1 m to 41.9 m (+20%).
    • Increased lower-torso damage multiplier from 1x to 1.2 x (+20%).

Damage variety boost permits one-shot eliminates to the head at a more range.

Launchers”

  • Stormender
    • Dealt with a concern avoiding some Killstreaks from being damaged and/or handicapped.

Melee”

  • Seamless gutter Knife
    • Reduced melee lunge range by 30%.
  • Karambit
    • Reduced melee lunge range by 30%.
  • Fight Knife (MWII)
    • Reduced melee lunge range by 30%.
  • Double Kodachis (MWII)
    • Reduced melee lunge range by 30%.
  • Double Kamas (MWII)
    • Reduced melee lunge range by 30%.
  • Pickaxe (MWII)
    • Reduced melee lunge range by 30%.

Accessories”

  • JAK BFB Muzzle
    • Reduced weapon kick control take advantage of 60% to 55% (-5%).
    • Reduced vertical recoil control take advantage of 40% to 35% (-5%).
    • Increased objective down sight time charge from 12% to 15% (+3%).
    • Increased sprint to fire time charge from 11% to 14% (+3%).
    • Increased goal strolling speed charge from 14% to 17% (+3%).
    • Included 18% bullet speed charge.

FIELD UPGRADES

  • Medication Box
    • Reduced time to release from 1.9 s to 1.3 s (-32%).
  • Munitions Box
    • Reduced time to release from 1.9 s to 1.3 s (-32%).
  • A.C.S.
    • Goals can no longer be caught from more vertical ranges than planned.
  • Tactical Camera
    • Dealt with a make use of that enabled gamers to translucent the environment when utilized with specific Equipment.
  • Deployable Cover
    • Resolved a make use of that permitted gamers to end up being undetectable.
  • Dead Silence
    • Fixed a concern triggering activation sounds to be more audible to other gamers than planned.

KILLSTREAKS

  • Juggernaut Recon
    • Oxygen meter will now show as anticipated while undersea.
  • Gunship
    • When ruined by the Stormender (Launcher), visual impacts will no longer continue on the gamer’s HUD.

Carrying on to Modern Warfare 3 Ranked Play spot notes:

GAMEPLAY

  • Maps and Modes
    • CDL Search and Destroy
      • Maps Removed
        • Skidrow
      • Maps Added
        • Rio
    • CDL Hardpoint
      • Maps Removed
        • Terminal
      • Maps Added
        • Rio
      • Returning Map
        • Sub Base
          • Sub Base was formerly eliminated while a concern with P3 was examined. A repair for this problem is now cope with Season 2.
  • Material Restrictions
    • Weapon Restrictions
      • Attack Rifles
        • SVA-545
        • RAM-7
        • BP50
      • SMGs
        • HRM-9
        • RAM-9
      • Sniper Rifles
        • XRK Stalker
    • Accessory Restrictions
      • JAK BFB
      • JAK Bullseye
    • Vest
      • Ninja
    • Boots
      • Tactical Pads

SR (SKILL RATING) & & DIVISIONS

  • SR Tuning
    • The quantity of SR made after wins early-on in a gamer’s Ranked Play journey have actually been increased to assist raise gamers to their desired Skill Division much faster.
    • To increase competitiveness of the Top 250 Skill Division and minimize SR inflation, the quantity of SR deducted after losses for gamers who are well beyond their designated Skill Department has actually been increased significantly.
  • End of Season Skill Setback
    • At the end of each Season, your ending Skill Division will figure out where you begin the following season:
      • Bronze through Crimson I Players are held up 3 Tiers listed below where they ended up in the previous season.
        • Example: A Player ending Season 1 in Gold III will start Season 2 in Silver III.
      • Gamers Crimson II and above will begin Season 2 in Diamond I.

BENEFITS

  • Benefits Reminder
    • Gamers can make Ranked Play benefits in 3 methods:
      • Rank Rewards: Available at launch and can be made in any Season.
        • Gamers can continue their Season 1 Rank grind in Season 2.
      • Season Rewards: Available at the start of a Season and just readily available because Season.
      • End of Season Rewards: Rewards that are granted after the Season has actually ended and represent either your greatest achieved Division or an active positioning in the Top 250 Division.
        • Season 2 brings brand-new Seasonal Division Camos to open in MWIII Ranked Play!
  • Season 2 Rewards
    • In addition to Rank Rewards, each Ranked Play Season will offer gamers the chance to make unique limited-time benefits.
    • Throughout Season 2, gamers can make the following benefits:
      • 5 Wins: ‘MWIII Season 2 Competitor’ Weapon Sticker
      • 10 Wins: ‘Pro Issue Gutter MCW’ Weapon Blueprint
      • 25 Wins: ‘Farmed Them’ Weapon Charm
      • 50 Wins: ‘Hard Day’s Work’ Large Weapon Decal
      • 75 Wins: ‘MWIII Ranked Play Season 2’ Loading Screen
      • 100 Wins: ‘MWIII Season 2 Ranked Veteran’ Weapon Camo
  • End of Season Rewards
    • At the end of each Season, gamers will be granted Skill Division rewards that represent their greatest achieved Division that Season or an active positioning in the Top 250 Division.
    • Season 2 Division Rewards
      • Bronze: ‘MWIII Season 2 Bronze’ Emblem
      • Silver: ‘MWIII Season 2 Silver’ Emblem
      • Gold: ‘MWIII Season 2 Gold’ Weapon Camo and Animated Emblem
      • Platinum: ‘MWIII Season 2 Platinum’ Weapon Camo and Animated Emblem
      • Diamond: ‘MWIII Season 2 Diamond’ Weapon Camo and Animated Emblem
      • Crimson: ‘MWIII Season 2 Crimson’ Weapon Camo and Animated Emblem
      • Rainbowlike: ‘MWIII Season 2 Iridescent’ Weapon Camo and Animated Emblem
      • Leading 250: ‘MWIII Season 2 Top 250’ Animated Weapon Camo, Animated Emblem, and Animated Calling Card
        • Gamers should complete in the Top 250 Division to get approved for these benefits.
    • Seasonal Division Operators
      • Make a Skill Division Skin for usage with both CDL Male & & Female Operators on both Factions to represent your greatest Skill Division. When the Skins from one Skill Division have actually been opened they can be completely utilized in following Seasons in Modern Warfare III and Warzone:
        • Gold – Iridescent: Make the relevant ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based upon your greatest Skill Division reached throughout the Season.
        • Leading 250: Open the ‘Top 250 Competitor’ Operator Skin set by completing a Season in the Top 250 Skill Division.
      • Gamers need to complete in the Top 250 Division to get approved for these benefits.
    • Ranked Play First Place
      • The gamer who completes Season 2 in the # 1 position on the Top 250 Leaderboard will get an animated special, unique Calling Card and Emblem for supreme Season 2 bragging rights

Here are the Zombies Season 2 spot notes:

NEW CONTENT COMING IN-SEASON

  • Take a look at the Call of Duty blog site for information on the brand-new Story Mission, Dark Aether Rift, Schematics, and more coming in-season throughout Season 2.

GAMEPLAY

  • Increased the drop possibility for Ammo Pouches in the High Threat Zone.

WEAPONS

Season 1 Weapons”

  • New Weapons presented in Season 1 have actually been contributed to the loot swimming pool and can be discovered in lockers, dog crates, and the Mystery Box.

Wonder Weapons”

Ray Gun

  • Damage has actually increased for both the base weapon and when Pack-A-Punched.
  • Base projectile speed has actually been increased (+60%) with more boosts when Pack-A-Punched (+110%).
  • Lowered the damage the Ray Gun will deal to its owner.
    • Gamers will now participate in a downed state in 8 shots.

The Scorcher

  • Reduced the time in between pushing fire and the Scorcher charging up.
  • Direct effect Plasma damage has actually been increased (+333%).
  • Remaining Plasma length and size now increases with each charge.
  • Sticking around Plasma damage has actually been increased (+428%).
  • Sticking around Plasma period has actually been changed.
    • Sticking around Plasma Damage period for the preliminary charge has actually been reduced from 2 seconds to.5.
    • Remaining Plasma Damage period now increases by 1 2nd with each charge.
    • Overall period is now longer by.5 seconds (at 4.5 seconds) with this modification.

The V-R11

  • The V-R11 will now strike and deal damage to Aether Worms.

SMGs”

HRM-9

  • Resolved a problem that avoided gamers from opening the HRM-9 through exfilling with the weapon in their stock.

Marksman Rifles”

Crossbow

  • Dealt with a concern that avoided gamers from infilling with the Eros plan.

Melee”

Double Kodachis

  • Attended to a problem that avoided gamers from infilling with the Crysknife Blueprint in-game.

KILLSTREAKS

Juggernaut

  • Resolved an Issue that avoided gamers from changing weapons after utilizing a Juggernaut Killstreak.
  • Closed different duplication exploits with the Juggernaut Killstreak.
  • Closed a make use of that enabled gamers to bring more than 2 weapons by means of the Juggernaut Killstreak.
  • Closed an invulnerability make use of with the Juggernaut Killstreak.

MODIFICATION

  • Attended to a concern that avoided the Kawaiii Endo Dismemberment Death Effect from appearing.

UI/UX

  • Resolved a concern that took gamers to the Modern Warfare Zombies primary menu when trying to sneak peek a camouflage while the Stormender was geared up.
  • Eliminated some non-active UI triggers from the “Plea for Help Requested” screen.

STABILITY

  • Included numerous crash and stability repairs.

Wesley is the UK News Editor for IGN. Discover him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or in complete confidence at wyp100@proton.me.

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