News - What Exactly Changed With Gun Balance Warzone 2. Season 2

modern warfare ii

Up close, which is pretty great, and then on top of this, there were some slight damage adjustments to this, especially at longer ranges and with the headshot damage on the SO14, but at the end of the day, these are completely meaningless changes for core game modes. This is yet another change that was clearly designed for game modes.

Taq-v

Taq-v

With armor like DMZ and Warzone now, finally for the battle rifles, let's get into the attack V, and the first thing they mentioned here is that they reduced the semi-auto rate of fire, but based on my testing, that hasn't changed at all.

There were some damage adjustments in semi-auto, but these damage adjustments once again are negligible for core game modes. They're clearly designed for modes with armor, and the attack V is actually a little bit more effective with upper torso and torso damage against armored enemies without armor.

mw2

It's effectively the exact same gun in semi-auto and full-auto modes; in full-auto modes, we did see some damage done. It doesn't have much of an impact on this gun. You could argue that it's slightly less consistent with a three-shot kill from 34.5 meters to 46 meters, and also beyond 46 meters now you can't get a two-shot kill to the head, but honestly, those are fairly edge case scenarios, and once again, this is clearly more designed for the game modes with armor in the core game modes.

X13

You shouldn't be noticing too much of a difference between attack and defense. As for the pistols, the x13 had some adjustments, and with a single gun when you're not using it akimbo, they added two extra damage ranges to this, and with this, we also technically saw a buff to the damage value, so now it has a four-shot kill potential up close for a Time to Kill of 195 milliseconds.

And we'll look at the ranges in just a little bit, but before we do that, I want to have a quick look at Akimbo. Basically, with this up close and personal, it should be just as effective as it was pre-patch. Essentially, it looks like what they were targeting was the akimbo; at mid- to long-range, you can no longer stretch out your range with a kimbo and still be effective because now you're dealing as little as 8 damage per shot, which is very, very low.

mwii

And now let's have a look at these range adjustments that were applied to this. Keep in mind, this is with the base gun without a Kimbo. You can see we get a very low damage per shot kill potential at 5.8 meters, but that's a nice buff to the X13 up close and personal, and also our 6 and 7 shot kill ranges have been increased as well. So, overall, with a single gun, this actually got some nice buffs to it, and it's going to be a lot better than it was before.

Launchers

Launchers

For the next thing in the patch notes, this is the launchers, and unfortunately. I don't have any pre-patch values, testing, or anything to show for these, so I'm just going to read these ones out with the statement that they removed the activation distance for projectiles, and projectiles will now explode at any range.

Then, for the RPG, there was a small increase to the amount of splash damage that you dealt; however, they've also reduced the range of that splash damage, and now let's get into the LMG category, and we'll start this off with the RPG.

Rpk

With this, when it comes to damage values, there were some slight adjustments at mid- to long-range; however, these weren't massive changes by any means, and for the most part, this gun is going to feel the same as it did before damage-wise, and it's going to be slightly less consistent with a three-shot kill from 35 and a half meters to 57 meters instead.

thexclusiveace

Instead of needing one upper torso shot mixed in with two lower torso shots, you now need two upper torso shots mixed in with a torso shot, but, outside of that, this wasn't a massive change to the RPK by any means. Though there was a range nerf to this, it turns out that was only about a five percent nerf to our range, so you probably won't notice this change a whole lot.

They also slightly increased the aim-down sight time, and based on my hand testing, it went from 430 milliseconds up to about 450 milliseconds. And, there was a small reduction in our aim-down sight movement speed from 1.99 meters per second down to 1.9 meters per second. So, in isolation, each of these changes probably isn't that noticeable on the RPK, but when you combine all of them together, this happens.

Raal mg

Raal mg

Gun is going to feel slightly worse than it did pre-patch as the only other LMG that got changed with this update was the rail LMG, and we actually saw a fairly noticeable nerf to the recoil on this. As you can see, there is a big difference between pre-patch and post-patch recoil when firing 30 rounds, so you are going to have to compensate for that quite a bit more than you did before.

Ebr-14

With that, it's now time to move into the Marksman rifle category, and with the eBR14, they nerfed the damage a little bit at the longest ranges so you can no longer get a two-shot kill to the upper torso at really, really long ranges. However, they also buff the upper torso damage in all the other ranges, so that's pretty interesting.

xclusiveace

Again, this is clearly designed more for DMZ and Warzone, and you should find that upper torso shots are going to be more effective in those modes, but for the core game modes, you shouldn't really notice any change with the eBR14, aside from that loss of ability to get a two-shot kill to the upper torso at really long ranges that you'll probably not even find yourself in on the 6v6 maps.

Taq-m

But then after that, we got some updates to the attack M, and the first thing they did was buff the upper torso damage, although they did nerf the final damage range, the longest damage range, slightly. Once again, these changes have no impact whatsoever. At 100 health, this is only going to help you in situations with armor, and they slightly increase the rate of fire, but this is a negative eligible increase; it went from 231 rounds per minute up to 238 rounds per minute.

Melee

Melee

As for melee, all they mentioned here is that they increased the non-lunging melee damage range, so you're not going to lunge into targets any more effectively in that sense.

The melee weapons are going to feel the same, but with this, it seems like it was basically just designed so that you can now knife equipment that's on the ground while crouching.

Vaznev 9k

The Vasniv 9K, according to the patch notes, got reduced mid-to-long range damage, however.

Minibak

Based on my testing, when you look at this, this was a completely meaningless change; it changes absolutely nothing with this gun, and therefore, for all intents and purposes, the Vasniv9k went untouched with this update as for the mini box, though this one got some very noticeable changes to its damage and this was a general nerf in the mid-ranges to our damage values, but more importantly, they have now separated lower torso from upper torso whereas previously, those were the same damage.

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Season 2 of Modern Warfare II came with a fairly long list of weapon balancing changes but as expected, the patch notes didn't provide much detail so today, I'm going to be sharing the exact changes that were made.
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