Black Ops Cold War’s new patch accidentally makes the MP5 overpowered again

Call of Duty: Black Ops Cold War’s first official patch is here. Unfortunately, it also briefly reverted the much needed MP5 nerfs that came with the game’s first unheralded patch. But outside of bringing the game’s best gun back from the dead for a short time, Black Ops Cold War’s launch patch also brings in dozens of balance changes on its own. And after an update to the patch released on Friday night, all of the MP5 changes are back and the gun as officially been renerfed.

Earlier this week, Treyarch nerfed the MP5, which had spent several days dominating every single multiplayer match. The gun was so strong that it was frequently the only weapon taken in certain matches. The nerf brought the gun’s power in line with the rest of the game by lowering its damage range and making its initial recoil a little worse. All of these changes were briefly reverted as of the patch the developer released on Friday. According to Thankfully, an update came just a few hours after the patch was released and the MP5 is now back to it’s previously nerfed state.


Call of Duty: Black Ops Cold War has several anti-stream-sniping features

On the topic of new changes, Treyarch also set its sights on a few of the game’s other powerful weapons. Among the newly nerfed guns is the M16, which used to be just a step behind the MP5 in overall power. But Treyarch has reduced the weapon’s max damage range, and made it slower to use after sprinting or moving. The Fear 1 assault rifle also got nerfed in this patch thanks to a reduction on both it’s max damage range, and its overall max damage.

As you might expect for the first update after launch, this patch also includes dozens of other changes. To see everything that’s been changed in the Black Ops Cold War Nov. 20 patch you can check out the full patch notes.

Update: On Friday night, Treyarch released an update to the patch that reinstated the MP5 nerfs. The story has been updated to reflect this.

Call of Duty: Black Ops Cold War Nov. 20 patch notes



Assault Rifle

Fear 1

  • Increased recoil.
  • Slightly reduced max damage by 3.5% (28 to 27).
  • Reduced max damage range by 34% (38m to 25m).

Submachine Guns

Submachine Gun Alpha

  • Reduced base effective damage range by 33% (15.24m to 10.16m).
  • Added more character to initial recoil by tweaking several bullet trajectories. (While this doesn’t affect the vertical/horizontal control stats in Gunsmith, this change makes it more difficult to stay on target by adjusting the trajectories of several bullets in the initial firing experience.)
  • (Update: These changes were unintentionally reverted in today’s update and will return in an upcoming update.)

Tactical Rifles


  • Reduced max damage range by 15% (25.4m to 21.59m).
  • Increased sprint to fire time.
  • Slightly slowed move speed while firing.
  • Slightly increased delay between bursts.
  • Rebalanced fire rate bonuses on barrel attachments.
  • Slightly reduced effectiveness of laser attachments.

Tactical Rifle Charlie

  • Reduced max damage range by 20% (38.1m to 30.48m).
  • Increased sprint to fire time.
  • Slightly slowed move speed while firing.
  • Slightly increased delay between bursts.
  • Rebalanced fire rate bonuses on barrel attachments.
  • Slightly reduced effectiveness of laser attachments.

Type 63

  • Slightly increased fire rate.
  • Rebalanced fire rate bonuses on barrel attachments.

DMR 14

  • Slightly increased fire rate.
  • Rebalanced fire rate bonuses on barrel attachments.

Light Machine Guns


  • Improved max damage ranges.
  • Improved movement speeds.

Sniper Rifles (All)

  • Adjusted Sprint to Fire times to account for early blend/interruption allowed via animation system.The effective Sprint to Fire time is notably shorter than what is displayed in Gunsmith. We have plans to address the Gunsmith readout in a future update.
  • Adjusted movement speed impact when firing to intended values to make each shot feel more powerful.
  • Fine-tuned barrel attachments that improve idle sway to provide a unique feel on each gun.



  • Slightly improved fire rate.
  • Improved max damage range.
  • Improved visibility while firing after the first shot.


Shotgun Bravo

  • Slightly reduced damage between ranges from 5.8m to 7.7m.

Game Modes


  • Friendly fire system now properly transitions to reflect damage after 3 team kills.

Search & Destroy

  • Addressed an issue where defusing the bomb could take longer than the intended 7.5 seconds.


  • Adjusted several starting spawns that allowed players to have line of sight on another player before the match started.

CDL Hardpoint

  • Addressed an issue where players would spawn outside of the intended play space when playing CDL Hardpoint in Custom Games.

Combined Arms

  • Improved the interaction when using Stationary Turrets in Combined Arms.


  • Adjusted various spawns in Multiplayer game modes that could result in the player spawning above the ground.

Custom Games

  • Added Scorestreak Cost Overrides to Custom Games.


Combat Bow

  • Reduced ammo from 5 to 4.

Care Package

  • Increased cost from 1,800 to 2,000.

Sentry Turret

  • Reduced cost from 2,000 to 1,800.

Napalm Strike

  • Increased cost from 2,100 to 2,500.

Air Patrol

  • Reduced cost from 3,200 to 2,700.


  • Increased cost from 2,500 to 3,000.

Cruise Missile

  • Increased cost from 2,600 to 3,500.

War Machine

  • Increased cost from 3,500 to 4,000.

Attack Helicopter

  • Increased cost from 4,000 to 4,500.
  • Increased damage from 50 to 75 per bullet.
  • Increased health from 4,500 to 5,000.
  • Decreased the duration of the screen shake from bullet impacts.
  • Reduced the amount of time the helicopter will stay in one place before relocating.

VTOL Escort

  • Reduced cost from 8,500 to 8,000.
  • Increased turret burst length and reduced cooldown time.

Chopper Gunner

  • Increased cost from 6,000 to 6,500.
  • Reduced the movement on the gun when firing.


  • Garrison
  • Addressed an issue where a player in the crawlspace could collide with players above them.


  • Tomahawks can now be thrown immediately at round start.


  • Extended time after damaging an enemy that will count toward an Elimination if that enemy is killed.

Finishing Moves

  • Improved the ability to trigger a Finishing Move on misaligned surfaces.
  • Addressed an issue where players would end up in an unintended pose if they were downed while being eliminated by Finishing Move.



  • Fixed a crash that could occur during intro sequences of a Multiplayer match.
  • Fixed a crash that could occur when using Weapons/Ammo Caches.
  • Fixed multiple rare crashes that could occur while the player was downed.
  • Fixed a rare crash that could occur when pinging a downed friendly player.
  • Fixed a rare crash that could occur when taking damage as the inflictor disconnected from the game.
  • Fixed a rare crash that could occur when firing a locked-on missile.
  • Fixed a rare crash that could occur in Search and Destroy.
  • Added various stability fixes.


  • Fixed a rare crash that could occur when the player disconnected after their Care Package had landed.
  • Fixed a rare crash that could occur if the owner of a VTOL Scorestreak disconnected from the server as they were taking control of the Scorestreak.
  • Fixed a rare crash that could occur when using the Cruise Missile.
  • Fixed a rare crash related to Scorestreak score aggregation.


  • Fixed a crash involving incorrect Challenge progress tracking.


  • Fixed a rare crash that could occur when vehicles were being respawned.


  • Fixed a rare crash related to the Decoy Grenade.
  • Fixed a rare crash that could occur if C4 was being detonated but it no longer existed.

Field Upgrades

  • Fixed a rare crash involving an incorrect volley count for the SAM Turret.


  • Fixed a rare crash that could occur in limited-life modes when viewing the Killcam.


  • Fixed a very rare crash that could occur when the Forward Intel Perk attempted to adjust the player’s mini-map range while the player was not alive at the time.

Misc. Fixes


  • Addressed an issue where the player would receive a UI error when they returned to the lobby post-match.
  • Addressed an issue where, if a player respawned or joined in progress while their teammate was downed, their revive UI would be missing.
  • Addressed a rare occurrence where players would receive a UI error at the end of the exfil cinematic.


  • Addressed an issue where the Woods Operator Unlock Challenge would not progress correctly if different weapons were used during a killstreak.


  • Addressed an issue where the player would lose functionality within the Pause menu if the Gunsmith menu remained open after the intro cutscene.


  • Addressed an issue where Operators are missing a pistol while riding as a passenger on vehicles when viewed in 3rd person.



  • Improved general zombie pathing.
  • Enemies will now use their out-of-bounds attacks against players in more unintended locations.
  • Closed various exploitable locations where the player could leave the intended play space.


  • Fixed a crash that could occur when Perks did not properly match up with the player’s upgraded Perk Skills.
  • Fixed a crash that could occur when picking up Perk cans.
  • Added various stability fixes.

Bug Fixes


  • Addressed an issue that allowed obtaining multiple versions of the same Perk.
  • Addressed an issue that prevented purchasing the Elemental Pop Perk from one side of the machine.

Field Upgrades

  • Addressed an issue where the Tier III Aether Shroud could occasionally place the player under the floor.


  • Addressed an issue that prevented attachments from applying to certain weapons.
  • Addressed an issue that caused certain weapons, such as the Ray Gun, to be lost when being revived.
  • Addressed an issue where Support rarity would display as the same rarity as the player’s weapon instead of the rarity it was on the ground.
  • Addressed an issue that caused Set Showcase Weapon not to function properly in Create-a-Class.


  • Addressed an issue with the incorrect icon displaying when reaching Prestige 1.
  • Addressed an issue that caused weapon XP to be earned on weapons used by teammates.
  • Addressed an issue that allowed players to earn progress toward Dark Ops Challenges erroneously by joining a match in progress.
  • Addressed an issue that caused multiple inaccurate XP notifications to appear at the end of a co-op match.


  • Addressed an issue that caused the player’s health bar on the HUD to not properly display as empty when dying under specific circumstances.
  • Addressed an issue where only two of the remaining players’ names were visible after one of four players dropped out of the match.
  • Addressed an issue that caused incorrect player colors to appear on the HUD after death.


  • Addressed an issue that caused enemy models to sometimes appear low quality.
  • Addressed an issue causing visual effects from Aether Shroud to continuously play after spectating.


  • Addressed an issue that sometimes prevented obtaining item drops.

Host Migration

  • Addressed various issues which sometimes caused host migration to fail.
  • Addressed an issue where players would get a UI error while attempting to open their scoreboard while migrating hosts.


  • Addressed an issue that caused loss of functionality using the Gunsmith menu during the start of a match.

Mystery Box

  • Addressed an issue that prevented the weapon name from properly appearing after using the Mystery Box.
  • Addressed a rare issue that caused the Mystery Box to remain open after use.


  • Addressed an issue that sometimes prevented the Decoy from being deactivated when thrown out of the play space.


  • Addressed an issue that caused the player’s controller sensitivity to be altered by the jump scare.

Dead Ops Arcade 3

  • Addressed an issue where the Arcade Machine pickup could cause a break in game progression.
  • Addressed an issue that caused enemies to spawn on top of players.
  • Addressed an issue where the player would see placeholder text before the opening cutscene played.


  • Addressed an issue where “Die Maschine” tips could appear while loading into an Onslaught match.



  • Aim Response Curve Type options added to Settings.


  • Fixed a rare crash related to playing voiceover audio.
  • Fixed a rare crash related to player footstep effects

Bug Fixes


  • Addressed an issue that made weapon camo and Challenge progress appear to reset after resuming from a suspended state.
  • Addressed an issue where Medals earned in-game were not displayed in the Barracks tab.
  • Addressed an issue where a Challenge’s description could overlap with other text.


  • Addressed an issue with Mastery camos always appearing as locked in the Gunsmith but usable in Custom Games.
  • Addressed an issue where the “Equipped” icon was not showing correctly on the selected camo upon returning to the camo menu.
  • Addressed an issue that would allow players to equip any weapon camo in Custom Games.


  • Addressed an issue where optic reticles could appear unlocked despite the player not meeting the requirements.
  • Addressed an issue where attachments always showed as unlocked when swapping Weapon Blueprints.
  • Addressed an issue that would unlock all optic reticles on Weapon Blueprints.


  • Addressed an issue where reticles could appear upside-down.


  • Addressed an issue where Stickers would not appear on weapons when selected in certain slots.


  • Addressed an issue where the CIA logo displayed for all Operators, regardless of affiliation.


  • Addressed an issue where overlapping text was shown when receiving a friend request in-game through the user’s Activision account.
  • Addressed a UI error that could occur when loading in as a CODCaster in Custom Games.


Bug Fixes


  • Addressed an issue that displayed 0 XP earned in the After-Action Report when reaching Prestige 1.

Main Menu

  • Addressed an issue where the player could access the Multiplayer menu without having the Multiplayer Pack installed.


  • Addressed an issue where the option to enable Ray Tracing was displayed when not supported.
  • Addressed an issue where the Screen Space Reflections setting was stuck on Low Quality.
  • Updated the description of “Field of View” options in the Settings menu.

Friends List

  • Addressed an error notification when bringing the party back to the main menu.

Fireteam: Dirty Bomb

  • Addressed an issue with team names showing up incorrectly in the After-Action report of a Fireteam: Dirty Bomb match.
  • Addressed an issue where friends would not display the rich presence of a friend playing Fireteam: Dirty Bomb.
  • Removed an unnecessary notification when joining Fireteam: Dirty Bomb playlists.

Aspect Ratio

  • Addressed aspect ratio issues in 16:10 for tutorial menus.
  • Addressed an aspect ratio issue with portal effects in Zombies.

Known Issues



  • DualShock 4 may disconnect intermittently on PlayStation 4 system running on outdated system software. Update your PS4’s system software to 8.01 to resolve.


  • After reaching Prestige 1, the player’s Season Level number in the upper-right corner of the screen displays the correct level, but the level number displayed in the After-Action Report is currently inaccurate.
  • Some visual issues can occur during the level-up sequence.
  • Friends’ level icons are not displayed until the player accesses the menu of any game mode.


  • Visual issues can occur in splitscreen in Multiplayer.
  • Splitscreen is currently unavailable in Zombies.

Combat Record

  • “Elite Eliminations” in Zombies are not currently being tracked in the Combat Record.

Fireteam: Dirty Bomb

  • Team names in the After-Action Report scoreboard are currently incorrect for Fireteam: Dirty Bomb matches.
  • In rare cases, “Detonating Dirty Bomb” may stay on the player’s HUD longer than intended.

Parties / Friend List

  • Party leaders may receive “You left the party” after bringing their party back out to the main menu.
  • Players are able to “Quick Join” a player that is marked as Offline.

Calling Cards

  • Calling Cards may revert to default or previously selected Calling Cards.


  • Chopper Gunner path on Crossroad Strike takes the player farther outside of the play space than intended.


  • The recipient’s name is missing from the chat box when whispered from the Scoreboard.


  • Various stability issues currently being investigated.
  • The Multiplayer menu currently shows up as “Partially Installed” when the Multiplayer package isn’t installed.
  • The Connection pop-up overlaps currently with the account creation screen. Interacting with the error pop-up will allow the player to complete the sign-up process.
  • The camera in Theater cannot be rotated with the mouse.

Keyboard and Mouse

  • The Confirm button at the Change Display Name screen may stay locked even if the player enters text in the Edit box.
  • Quickly navigating through long scrolling lists using a mouse can currently cause stability issues.

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VALORANT Patch 1.11 Goes Live Again With More Breach Updates

Riot Games has launched VALORANT patch 1.11 again in the Americas after rolling it back last week. The update brings in Skye, the game’s newest playable agent, along with a number of additional character updates. Some changes for Initiators Breach and Skye, as well as Sentinels Killjoy and Cypher, have been included in the patch.

Initiator agent Breach received a slight flash buff in the initial patch, increasing his full flash time from 1.75 to 2. Hidden from the patch notes were a couple more updates to the Swedish warrior’s ability kit. The additional changes were confirmed by VALORANT gameplay designer Rycoux in a reply to a Reddit post. User oDavideo pointed out the differences in Breach’s Fault Line after playing patch 1.11.

Fault Line is Breach’s signature ability, available to him at the start of each round. After a charge, Breach sends forward a powerful earthquake, stunning and disorientating any enemies in his path. In order to make Breach a more viable agent in solo queue, Fault Line now charges 20% faster and casts 8m away from the character. Breach’s ultimate ability, Rolling Thunder, also now casts 8m away from him.

In addition to Breach’s updates, Killjoy, Skye, and Cypher have each received a slight change. As stated by Rycoux on Twitter, these three agents will now have Temporary Charges, which will only affect certain abilities that can be recalled/repositioned within the round. Killjoy’s Alarmbot, Cypher’s Trapwire, and Skye’s Regrowth will all now have Temporary Charges.

With Temporary Charges, these abilities will not be carried over into the next round after being placed down. Killjoy’s Alarmbot and Cypher’s Trapwire can still be repositioned, but you’ll need to purchase another one in the following round after placing them down. This can only be avoided by recalling the ability before the round begins. Skye’s Regrowth will be met with a Temporary Charge after it is used during a round. Killjoy’s Turret and Cypher’s Spycam are not affected by this update.

VALORANT patch 1.11 also brings the addition of new map Icebox to competitive matchmaking. Any progress made on Skye’s agent contract or the battle pass when the patch initially launched should be reinstated. Patch 1.11 will launch in other regions in the coming days.

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League of Legends Patch 10.22 to Bring Samira Nerf, LeBlanc Buff

League of Legends patch 10.22 is set to bring another nerf for new champion Samira, and a buff for mysterious assassin LeBlanc. Additional nerfs are on the way for Karthus, Zed, and Lulu’s top lane. Buffs are in the books for Xayah, Sejuani, Nasus, and Brand, while Annie, Ashe, and Jinx will be getting some adjustments. Patch 10.22 is just around the corner, expected to go live on October 28th.

A preview of the changes included in the upcoming patch was released yesterday by Mark “Scruffy” Yetter, League of Legends’ lead gameplay designer. Scruffy states that this will be the final update of the season, and things are looking “pretty stable.”

The preview lists four champions ready for nerfs, the first of which is Karthus, the Deathsinger. The champ currently has a 59% win rate at the highest queue level, and the patch preview describes him as “too strong in both Jungle and Mid in Elite play.”

Next up is Lulu, the Fae Sorceress, who will have her top lane prowess taken down a notch. The preview states she is too strong as a solo top laner for “skilled” ranks. Lulu currently holds a 56% win rate at the highest queue level, and a 15% ban rate across all skill levels.

Samira, who stepped on the Summoner’s Rift just a few weeks ago in patch 10.19, will be receiving another nerf in patch 10.22. The incredibly powerful Desert Rose has had multiple nerfs since her release. As stated in the preview, “[Samira’s] still climbing in power as players are mastering her, previous nerfs weren’t enough.”

Xayah, LeBlanc, and Sejuani are all slated to receive buffs in the upcoming patch, though no further details were given. Nasus’s ultimate, Fury of the Sands, will get a resistance buff, going up from 15-55 to 40-70. Buffs are also on the way for Brand’s passive ability, Blaze, and his E, Conflagration.

Champion adjustments are coming for Annie, whose E, Molten Shield, will see a damage reduction and a mana cost increase. Ashe’s W, Volley, will now fire 7-11 arrows instead of a set nine. Jinx’s E, Flame Chompers, will now deal all damage immediately instead of over time.

League of Legends patch 10.22 is set to go live on October 28th.

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The Outer Worlds Switch Patch Will Improve Visuals

The Outer Worlds’ accolades sadly came to a halt upon the release of the game’s Nintendo Switch port. Its graphics were widely criticized on the portable screen, however developers Virtuos and Obsidian Entertainment appear to be rectifying this by announcing a patch that will appear for Nintendo Switch on October 21.

Announced on The Outer Worlds Twitter account, it was revealed that employees of The Board would receive a Nintendo Switch patch for the action-RPG. The post also invited players to join the Halcyon Colony via a sale that would be happening on October 22. Whilst the post didn’t address any of the updates included in the patch, it did include two screenshots that showed before and after visuals of gameplay. With more details expected to be announced very soon, fans were happy to see the Switch variant’s biggest issue being addressed, while its console counterpart continues to sell at its lowest price yet.

Related: The Outer Worlds Coming To Steam On October 23

Described as disappointing and devoid of the details featured in the console release, The Outer Worlds had a below average debut on the Nintendo Switch. Despite having a good track record of Switch ports, Virtuos may have punched a little to high when transitioning this time, making greater compromises than expected. Triple-A ports are expected to carry a little give and take when converting, however a significant drop in resolution – which made some areas of The Outer Worlds near impossible to play – could not be ignored. Dreary textures and a serious lack of depth of field when viewing character close-ups all contributed to an agonizing experience for fans.

The loading time for textures and models drew a comparison to navigating through Google Earth, which also caused a lot of the game to lose many of its environmental details present in the console version. These small details all contribute to creating a richer environment for gameplay, which Nintendo Switch users effectively missed out on. The beautiful skies of The Outer Worlds were significantly lack-luster, and the additional removal of asset shadows rendered a port that looked unmistakably flatter.

While the The Outer Worlds Switch port has had many poor reviews, Virtuos and Obsidian have taken the time to provide – what we hope will be – a dramatic visual enhancement. Based on the two screenshots we were provided, clouds have reappeared again, more building details are present and accounted for, and the inclusion of additional environmental details are starting to recoup the wonder that was established within The Outer World’s initial release.

More: Rumor: An Outer Worlds Sequel Is In Pre-Production

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Jo recently got served a nostalgia trip playing Sony’s Spider-Man, as it brought back the exhilarating feeling of web-slinging from the PS2 days. While the giddiness of gaming still remains, Jo has put the adult brain to good use by spending the last few years dissecting the games industry and marveling at its insides.

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