News - Warzone 2: The Season 2 Update Changed A Ton Of Things. Warzone 2 Warzone Update 1. 38 Notes

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Additionally they reduce the enemy parachute occlusion while firing a weapon then finally the enemy redeploy drone players will now hear that intended vo when enemies are landing in the vicinity, after using a redeploy drone not just when they like Drop in from the sky as like the gololog or something like that gameplay there's that new rogue signal public event as we've talked about before don't need to go too much in depth on that there's a new Squad wipe streak that will add a skull and sickles icon next to the remaining teams, players and your kills representing the number of squads you achieve back to back within a 90 second window this is a personal stat that can be tracked and it's something that you'll be able to actually see in game when enemies do this because it's going to shoot up a white flare so that'll be visible for a few seconds but it should hopefully encourage more aggressive gameplay it seems like but we'll see how this all plays out as with multiplayer, the health regeneration.

Delays now something that's sped up where you begin to heal after 6 seconds down from seven and the health regeneration per second is increased to 50 up from 40, so again, while it isn't as much as 75, and MP it is still something that 50, an additional 10 HP per second on regen is absolutely huge, so you'll be able to rework things a little faster here as opposed to for this update ground loot was updated with the new season the new danger zone Tac map notification.

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And precision air strike banner radiuses. Have been adjusted that being something that of course lets you know where that is going to actually be coming in which is definitely nice the UAV HUD notification, that ring around your Tac map whenever you get pinged is now going to be live Auto equipping durable gas mask will be something that is introduced here at this which is I think nice but also this whole gas mask thing is just it's weird because we keep going back and forth to these Auto features is where I think the easiest way to mitigate this would just be to have something, on your say d-pad that you can activate it you don't have to go through the animation you don't have to go into your inventory to activate it so that it's this Middle Ground between Auto activating where it's automatically, on and you go through that whole animation.

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But also just having the ability to always have it ready. You just need to toggle it. I feel like we're so close, but we keep just going back and forth over the fence here. But anyways the redeploy Drone if you end up pinging this drone, it will now ping the bottom of it where the anchor is as opposed to the top of it, so it's easier to locate.

Death location, highlighting. If you die and come back, your icon will stay there for an extra 10 seconds if the player lands near that death icon, so allowing you to find exactly where you died is a little bit easier, which is definitely nice. Loadout markers and smoke grenades are now easier to spot as ground loot, which is definitely nice.

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Auto-equipping stowed kill streaks is going to be something introduced with this update and should be live, where players will now Auto equip the next available kill streak, instead of one that is just matching so if you activated two precision air strikes, it would auto-equip the second precision air strike or second UAV if you activated one and had one in your backpack.

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But if you had a precision air strike and a UAV and you used one or the other, it wouldn't automatically. Put that into your usable slot on the d-pad, so that will now be something that is introduced with this update. It's definitely nice that the live ping fades. If you have somebody that's live pinging and you're shooting at them, the opacity of that marker will now go down so you don't have that obstructing your view at all, and finally, you can now stack equipped perk packs as well.

In ö Stand, we're going to see buy station locations shuffled around. Google loadouts are going to be updated, and item drop rates for the portable radar and suppression mine have now decreased by 30%. And the Champions Quest progress is now one reset; the defuse time on the bomb itself is 10 seconds down from 15, making it a little easier for people to maybe stop your nuke run; and the chopper's health was increased by 10%.

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And I don't know if that's something that is just the regular Hilo or the heavy Chopper, hopefully not because the heavy Chopper is some cheese.

The big season 2 warzone weapon balancing

The big season 2 warzone weapon balancing

LMGs and sniper rifles then also saw increases in movement speed while aiming down sight while crouched and then while strafing on top of that, but beyond that, individual weapons coming down to it, the ram 7 saw a Nerf where the mid- and minimum damage were reduced, the MCW. Saw increases the aim-down sight and sprint-to-fire times again, not speed, so Nerfs are there.

The hogre 556 saw an increase with that aim-down sight time. The tr76, gist, saw a headshot damage modifier reduction, so a Nerf there, but then two buffs of the upper torso damage and hand and arm damage modifiers increased. The bass B saw across the board a Max damage reduction, an increase to the sprint of fire and aim down sight times, and an increase to the hip fire spread minimum, making that a little wider at base now than the MTZ 762.

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I'm going to mark this one as like yellow because it wasn't really anything that was a buff or a Nerf but instead just corrected values that were not correct before, meaning the weapon will now do the same damage in semi-auto as it does in full auto. The Sidewinder saw an increase in that bullet velocity and a decrease in the recoil and gun kick significantly.

Buffs there, the HRM 9 saw a Max damage range reduction, so a Nerf there, but honestly, for the HRM 9 being such a powerful and dominant weapon with its introduction, this doesn't do a whole lot; you just won't be able to challenge as many mid-range gunfights with it. The WSP 9 saw a Max damage range increase near a mid damage range increase and a decrease of that aim down sight time, along with the brood mother seeing a decrease to the aim down sight and movement speed penalties, so buffs all around there, the shotguns, pretty much got nerfed all across the board, the KB broadside being the only one that is a deviation here at this.

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The Lockwood 680 saw a mid-damage reduction and an increase in the sprint-to-fire penalty on the heavy long barrel, and the Haymaker saw a max-damage reduction. But also near the mid damage range reduction, the rivet Earth saw a near to mid damage range reduction, and for the incendiary rounds, a Max damage range decrease and a near to mid damage range decrease, the Bryson 890 saw a mid damage range reduction, and the KB broadside saw a decrease in the sprint to fire time and ad time, so again, a buff there, the Lockwood 300 on the dragon's breath saw a reduction to the max damage range and near mid damage range, and the dragon's breath on the MX Guardians saw the same things, the lmgs, for the pulat 762.

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