News - Massive Warzone 2 Season 1 Update Patch Notes. New Update 1. 34 Live Now - Multiplayer & Zombies
Introduction
This is DK Dynamite for the season 1 patch notes for MW3 multiplayer, and even zombies. These patches do not include what has been adjusted for War Zone because there is a big expansion and overhaul coming to that mode later today, which we'll probably be talking about in a separate article. But in regards to multiplayer and zombies, here, as you can see, it's just a little recap of the road map, the content, and a lot of the playlist.
We're going to be seeing weapons perks modes. We've gone through all of that, of course, in several previous articles, but of course, new operators abolish black cell doabe. Nolan, new events we'll be talking about what zombie Santa is bringing to town in patch notes that will release closer to when the event launches over the holiday stay tuned still going to guess it's going to be about a week away from now, so that they can launch that right before actual Christmas new battle pass went over that already new pc features GeForce RTX Gamers can activate pregame full rate tracing also known as path tracing in pregame lobbies enabling you to see your character skins vehicles and weapons in an entirely new light can activate path tracing via the article options menu , but taking a look at multiplayer new features on quality of life for uix, player health and stamina are now represented by Dynamic bars on the HUD it's only in mp and zombies though not war zone faction assignment will not appear as a splash at the start of each match, added upper legs damage and empty reload quickness statistics to details widget in the gun.
Multiplayer
Increased decimal precision of the Flinch resistance stat in the details widget in the gunsmith anded icons in the gunsmith represent which title and attachment originate from and reduced volume of the multi-kill and metal splash sound effects. Let's also make sure we have a little bit of game audio in the background here going and opening up.
MW3, just so we have that bug fixed, hovering a bomb sight on the attack map will no longer reveal when a player is actively diffusing address multiple issues in private matches that CA players will be kicked back to. Menu, let's see are people trolling in chat here, said mik cutting in and out, yeah that shouldn't be happening that shouldn't be happening a quick refresh to the stream should be fine I'm all green on my hand with OBS, everything should be clear people in the chat scared of me resolved a font rendering issue that caused text to be improperly, displayed improve performance ass social features for players with large friend, accounts resolved an issue and which the incorrect weapon would be featured in the overlays of kill cams kill counter R now properly function with streaks Beyond 120 kills it's funny that wasn't working for people that were absolutely sweating reduce hitching that infrequently occurred while transitioning between the, menus and again that has already been pre-loaded.
On battl net and Playstation it's about a 36 gig update I don't know if XBox got that just yet time of recording this article address an issue that could cause the application to freeze while editing a Loadout resolve the crash that could occur prior to viewing an after Action Report just an issue that caused a crash while reporting a player the lockpick operator can now be equipped where available without using the quick equip, option, , scrolling menus while in split screen no longer result in the cursor appearing off screen improve reability of the timer below the event tab gameplay movements added a delay following multiple rapid stance transitions to prevent exploitable repetition cross a stand adjust to 150 milliseconds prona adjust to 6 00 milliseconds spawns, improve spawn protection against enemy equipment and killstreaks and hardpoint several adjustments have been made to improve the flow of combat and increased control of Team owned areas we've introduced the delay to stance transitions to combat a movement exploit commonly referred to by players as snaking will monitor the impact of these changes and continue to address feedback where.
Appropriate absolutely insane i know there's a lot of community feedback about snaking, and as of lately, weapons and attachments have decreased the fire spread penalty incurred while firing and moving for all SMGs. ARS now take a look at a buff for the MTZ 556, the hip fire spread penalty MTZ n heavy shorts barrel that has been nerfed a bit, a decrease in fire spread benefit by 5%.
The Brewing Thunder, it's a stock also decreased that fire spread for battle rifles got a bit of an adjustment there for the bass B got a, decrease the aim down sights for The Sidewinder increase gun kick control benefits for the Tempest as well as for the Huntsman series R integrated suppressor, and the RB Borealis grip.
SMGs, though, got a bit of a nerf there for the striker, but they did add 9% aim-down site time benefit and got a nerf there for the WSP Swarm as well as the striker 9, which is interesting. Attx St no longer reduced damage pellet counts for the Lockwood shotgun. Equipping the full auto conversion kit with a 60-round drum mag will no longer result in a broken aim-down sight animation.
That is for the MCW 6.8 for the rise shield. This is a big one for those who are frustrated with it. It will increase melee damage from 50 to 75 and add a 10% movement speed penalty while stowed. So that's a pretty fair change. I would say it's like a bit of a buff there, but then they balance it out by adding a movement penalty.
So there you have it, attachment-wise, with the riot shield. We got adjustments there for the breacher device muzzle, also for the Brewin vertical grip; it's an underbarrel, and for the hollow point ammunition, decreased inflicted Sprint penalty time, as you can see MW2 carry forward. So we do have some MW2 pass notes here, which are important because, again, the balancing of the weapons in this game is different from how they were balanced in Modern Warfare 2, increased reserve ammunition for all weapons to MW3 standards, decreased hipfire spread benefits of underbarrel grips, and the applicable lasers.
So there's that. They've actually buffed the M4, the TAC vs. Vasnev so, surprisingly, the KV broadside got an increase there for far medium damage, which I did not expect there because that's a frustrating weapon, but it's actually not that good in MW3 in comparison to MW2 anyway, but they decreased the aim down a slight spree or spread slightly.