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Call-Of-Duty-Black-Ops-6 |OT| Even the Truth Lies Apparently Phil.

Orbital2060

Member
As far as SMGs go, both the jackal and c9 have been very effective. Cant say they feel underpowered. Ive probably had most kills with the jackal scourge camo, across both beta and now. Havent had that much time to play mp though (spent most time on zombies post campaign), cant tell if something changed.
 

Calverz

Member
I play on both PC and Playstation and seeing more and more straight up aimbots on the PC side of things

I know there are still cheaters on consoles but I don't see those blatant hacks like I do in PC
You are in US yea? I'm in UK and quite honestly, on European servers I think I have come across cheaters once or twice in the last 3 years ish. I think I have a couple of times on warzone when playing with friends, but that's honestly about it.

The cheating really doesn't feel widespread. American servers is maybe a different story.
 

HeisenbergFX4

Gold Member
New update is out, anyone got the patch notes?


GLOBAL​

Stability​

  • Improved stability when interacting with the Message of the Day.
  • Improved stability when sending voice communications.

Progression​

  • Completion display will now properly appear when completing Prestige Challenges in both Multiplayer and Zombies.

Operators​

  • Addressed an issue where Bailey wasn’t holding an intended Pistol in the Operator selection menu.

MULTIPLAYER​

Maps​

  • Nuketown
    • Nuketown is now available in Private Matches.

Modes​

  • Addressed an issue where players were spawned in when joining a session in progress instead of spectating before selecting a Loadout. Yes, we saw ourselves in a Killcam before selecting a Loadout too.
  • Improved stability in Infected game mode.

Spawns​

  • General spawn logic tuning across several maps for improved spawning.
Spawn tuning will be an ongoing process of taking in data, reviewing gameplay and making measured adjustments in the live environment. Our number one goal is to always provide the safest spawn that we can across all maps and game modes.

Loadouts​

  • Addressed an issue where players would automatically equip their previously used Loadout when joining matches already in progress.
  • Addressed an issue where Players would die at initial spawn when selecting their Loadout.

Weapons​

It’s been awesome seeing players discover and share their favorite weapon builds during the first week of launch. Every day we monitor both player feedback and game data to keep tabs on how the weapon meta is evolving and prepare for a comprehensive tuning pass in Season 01.

We have seen the discussions about the relative balance of Assault Rifles and Submachine Guns, and we are making some early, general changes to adjust their effective ranges. For ARs, we are pulling in minimum damage ranges and lessening the impact of headshots at close range. SMGs are receiving damage range increases to improve their mid-range effectiveness.

Assault Rifle Adjustments​

Weapon
Adjustments

XM4​

XM4.png

XM4 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
22

— Range —
0 - 7m
— Damage —
21⇩

— Range —
0 - 16.5m⇧
Medium Damage Range
— Damage —
21

— Range —
7.1 - 45.7m
— Damage —
20⇩

— Range —
16.6 - 40.6m⇩
Minimum Damage Range
— Damage —
17

— Range —
>45.7m
— Damage —
17

— Range —
>40.6m⇩
Attachment Adjustments
  • CHF Barrel multiplier reduced from 1.48x to 1.42x

AK-74

AK74.png

AK-74 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
28

— Range —
0 - 5.7m
— Damage —
27⇩

— Range —
0 - 38.1m ⇧
Medium Damage Range
— Damage —
27

— Range —
5.7 - 41.9m
— None —

Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
21

— Range —
>41.9m
— Damage —
22 ⇧

— Range —
>38.1m⇩
  • Headshot multiplier reduced from 1.3x to 1.15x

AMES 85​

AMES85.png

AMES 85 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
23

— Range —
0 - 8.3m
— Damage —
21⇩

— Range —
0 - 50.8m⇧
Medium Damage Range
— Damage —
23

— Range —
8.3 - 55.9m
— None —

Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
17

— Range —
>55.9m
— Damage —
17

— Range —
>50.8m⇩

GPR 91​

GPR91.png

GPR 91 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
23

— Range —
0 - 10.1m
— Damage —
21⇩

— Range —
0 - 19.1m⇧
Medium Damage Range
— Damage —
21

— Range —
10.2 - 48.3m
— Damage —
20⇩

— Range —
19.1 - 45.7m⇩
Minimum Damage Range
— Damage —
17

— Range —
>48.3m
— Damage —
17

— Range —
>45.7m⇩
  • Headshot multiplier increased from 1.28x to 1.3x

Model L​

ModelL.png

Model L Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
29

— Range —
0 - 8.9m
— Damage —
27⇩

— Range —
0 - 44.5m⇧
Medium Damage Range
— Damage —
27

— Range —
8.9 - 50.8m
— None —

Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
21

— Range —
>50.8m
— Damage —
22⇧

— Range —
>44.5m⇩
  • Headshot multiplier reduced from 1.3x to 1.15x

Goblin Mk2​

GoblinMK2.png

Goblin Mk2 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
39

— Range —
0 - 6.4m
— Damage —
37⇩

— Range —
0 - 39.4m⇧
Medium Damage Range
— Damage —
37

— Range —
6.4 - 39.4m
— None —

Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
30

— Range —
>39.4m
— Damage —
30

— Range —
>39.4m

AS VAL​

ASVal.png

AS VAL Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
21

— Range —
0 - 9.5m
— Damage —
20⇩

— Range —
0 -21.6m⇧
Medium Damage Range 1
— Damage —
20

— Range —
9.6 - 43.2m
— Damage —
17⇩

— Range —
21.7 - 43.2m
Medium Damage Range 2
— Damage —
17

— Range —
43.3 - 53.3m
— None —

Note: This weapon will now only have one Medium Damage Range.
Minimum Damage Range
— Damage —
15

— Range —
>53.3m
— Damage —
15

— Range —
>43.2m⇩

SMG Adjustments​

Weapon
Adjustments

C9

C9.png

C9 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
29

— Range —
0 - 12.7m
— Damage —
29

— Range —
0 - 13.3m⇧
Medium Damage Range 1
— Damage —
23

— Range —
12.7 - 15.9m
— Damage —
23

— Range —
13.3 - 16.5m⇧
Medium Damage Range 2
— Damage —
19

— Range —
16 - 27.3m
— Damage —
19

— Range —
16.6 - 30.5m⇧
Minimum Damage Range
— Damage —
16

— Range —
>27.3m
— Damage —
16

— Range —
>30.5m⇧

KSV

KSV.png

KSV Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
26

— Range —
0 - 10.2m
— Damage —
26

— Range —
0 - 10.8m⇧
Medium Damage Range 1
— Damage —
21

— Range —
10.3 - 15.2m
— Damage —
21

— Range —
10.9 - 15.9m⇧
Medium Damage Range 2
— Damage —
15

— Range —
15.3 - 26.7m
— Damage —
19

— Range —
16 - 29.2m⇧
Minimum Damage Range
— Damage —
13

— Range —
>26.7m
— Damage —
13

— Range —
>29.2m⇧

Tanto .22

Tanto22.png

Tanto .22 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
38

— Range —
0 - 6.4m
— Damage —
38

— Range —
0 - 6.4m
Medium Damage Range 1
— Damage —
34

— Range —
6.4 - 15.2m
— Damage —
34

— Range —
6.4 - 16.5m⇧
Medium Damage Range 2
— Damage —
28

— Range —
15.3 - 25.4m
— Damage —
28

— Range —
16.6 - 27.9m⇧
Minimum Damage Range
— Damage —
22

— Range —
>25.4m
— Damage —
22

— Range —
>27.9m⇧

PP-919​

PP919.png

PP-919 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
25

— Range —
0 - 15.9m
— Damage —
25

— Range —
0 - 16.5m⇧
Medium Damage Range 1
— Damage —
20

— Range —
16 - 19.7m
— Damage —
20

— Range —
16.6 - 20.3m⇧
Medium Damage Range 2
— Damage —
17

— Range —
19.8 - 29.2m
— Damage —
17

— Range —
20.4 - 31.8m⇧
Minimum Damage Range
— Damage —
15

— Range —
>29.2m
— Damage —
15

— Range —
> 31.8m⇧

Jackal PDW

JackalPDW.png

Jackal PDW Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
27

— Range —
0 - 14.6m
— Damage —
27

— Range —
0 - 15.2m⇧
Medium Damage Range 1
— Damage —
20

— Range —
14.7 - 17.8m
— Damage —
20

— Range —
15.3 - 18.4m⇧
Medium Damage Range 2
— Damage —
17

— Range —
17.8 - 26m
— Damage —
17

— Range —
18.5 - 29.8m⇧
Minimum Damage Range
— Damage —
15

— Range —
>26m
— Damage —
15

— Range —
>29.8m⇧

Kompakt 92

Kompakt92.png

Kompakt 92 Damage Adjustments​

Damage Range
Pre-Patch
Post-Patch
Maximum Damage Range
— Damage —
20

— Range —
0 - 10.8m
— Damage —
20

— Range —
0 - 11.4m⇧
Medium Damage Range 1
— Damage —
17

— Range —
10.9 - 14.6m
— Damage —
17

— Range —
11.4 - 15.2m⇧
Medium Damage Range 2
— Damage —
13

— Range —
14.7 - 22.9m
— Damage —
13

— Range —
15.3 - 26.7m⇧
Minimum Damage Range
— Damage —
11

— Range —
>22.9m
— Damage —
11

— Range —
>26.7m⇧

Shotguns​


Last week, we fixed an issue with shotgun Slugs, but we are still working on an additional issue causing this attachment to perform better in hip fire than intended. Slugs are meant to offer an alternate playstyle for shotguns that trades close quarters effectiveness for improved range and precision. We are removing the ability for Slugs to one-hit kill to the body for now and will be revisiting the overall tuning of this attachment in an upcoming update.

  • Marine SP
    • Slug attachment Max Damage reduced from 106 to 92.
  • ASG-89
    • Slug attachment Max Damage reduced from 106 to 92.

Perks​

  • Recon Combat Specialty
    • Reduced duration that enemies are highlighted after respawning to 1.5 seconds from 2 seconds. An additional reduction will be coming before Season 01.
    • Resolved an issue that allowed players to activate Recon Combat Specialty by changing Loadouts.
  • Dispatcher
    • Increased Dispatcher Perk score cost for UAV from 500 to 550.
    • Increased Dispatcher Perk score cost for Counter UAV from 550 to 600.
As we head into Season 1, we are continuing to observe data and feedback for Perks and Combat Specialties in Multiplayer. Currently, Enforcer is the most popular Combat Specialty with Recon in second place. It's not just about the data though, as your feedback is a critical part of how we approach tuning of the live game. With that said, we are making some spot adjustments today as we as we continue to take a holistic look at our Perks and Combat Specialties moving forward.

Equipment​

  • Flashbang
    • Reduced Flashbang Tactical screen effect duration by 20%.

Scorestreaks​

  • Increased health of UAV and Counter UAV (rockets to destroy remain unchanged).
  • Increased initial explosion radius of Napalm Strike.
  • Reduced the initial entry delay of the LDBR.
  • Increased the fly-in speed of the Strategic Bomber.
  • Reduced score cost for Interceptors from 1250 to 1150.

Movement Updates​

  • Adjusted stance change cooldowns to reduce effectiveness of repeated prone to stand movement (enough snaking).

XP Earn Rates​

  • Adjusted Player XP and Weapon XP earn rates for most modes to ensure that players are being rewarded for their match performance as expected wherever they play. These changes include:
    • Increased Weapon XP earn rates for most modes
    • Increased Player XP earn rates for the following modes:
      • Team Deathmatch
      • Control
      • Search & Destroy
      • Gunfight
    • Slight decrease to Player XP and Weapon XP earned in Face Off modes

Challenges​

  • Addressed an issue where players were able to complete the Nuke Challenge while dying.

UI​

  • Appropriate Perks will now display when viewing the featured player during Best Play.

Known Issues​

  • Gunsmith
    • We are investigating an issue where any equipped Optic attachment is removed when when entering the Gunsmith in Main Menus.
      • Players will not notice this issue if entering Gunsmith during a match.
      • Players can equip Optic attachments, but will need to re-equip them anytime they enter Gunsmith in a Main Menu to adjust attachments or customizations.
        • In cases where an Optic is locked and equipped via a Blueprint, players will need to reapply the Blueprint to obtain the Optic.

ZOMBIES​

  • UI
    • GobbleGum names will now properly update when switching between tier tabs.
November 1

 
They really gotta fix the desynchronising, every so often I get in a caught where everyone becomes bullet sponges. It's either that or the 'Skill based damage' everyone has been talking about, it's crazy.
 

BigLee74

Gold Member
They really gotta fix the desynchronising, every so often I get in a caught where everyone becomes bullet sponges. It's either that or the 'Skill based damage' everyone has been talking about, it's crazy.
It’s my biggest beef with Black Ops 6 so far. There is absolutely no consistency in how core plays game to game. Some games you kill quick, other games you can unload clips into people, get hit markers galore, but not put them down.

I even have games where the behaviour seems to change mid-game. I can be dominating for the first half, and then not be able to buy a kill the second. I swear it’s not in my head!

Quite a frustrating experience! Especially when you know how well it can play.
 
It’s my biggest beef with Black Ops 6 so far. There is absolutely no consistency in how core plays game to game. Some games you kill quick, other games you can unload clips into people, get hit markers galore, but not put them down.

I even have games where the behaviour seems to change mid-game. I can be dominating for the first half, and then not be able to buy a kill the second. I swear it’s not in my head!

Quite a frustrating experience! Especially when you know how well it can play.
Yeah absolutely it's as if you have changed from live rounds to airsoft rounds lol..

I do wonder if the Skill Based Damage in matchmaking is in play here...
 
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Black Ops 6 has me completely hooked which is funny because I had zero intention of picking it up until I remembered it's a Treyarch entry and it's a tradition for me to be there day 1 for releases from that studio. Completed the campaign and have spent dozens of hours across zombies and multiplayer, some thoughts:

Campaign - I have no reservations calling this the best campaign in CoD history, eclipsing the mighty BLOPS and classic CoD4. The mission variety, set-piece moments, characters and player freedom sets a new high bar for the franchise. At times the story channelled Prey, Hitman, Bourne, Bioshock, Mission Impossible, 007 and MGS; I swear that one mission was Shadow Moses CoD style. Full of twists and unexpected turns, each new mission had me anticipating what cool surprises the game would throw at me, it exceeded all my expectations.

Zombies - this return to classic style zombies is lit as fuck. Two fantastic sandboxes (with more on the way!) to let loose and pop endless undead heads. The Omnimovement system really shines here where you don't need to worry about dying every 5 seconds like in mp, feels great to slide by danger or dive backwards and let loose on an approaching horde. I'm playing solo and after a few hours decided to look up some of the easter eggs, there is no fucking way someone could figure out all these steps to get the true ending, especially on Terminus, Jesus Christ lol. Lots of cool stuff to dig through though and I'm enjoying experimenting with different gumballs for example, Stock Option is bananas on a Pack-a-Punched weapon, 400 bullets with no reloading on a massive wave funneled into a narrow passage is bloodbath city.

Two big issues though: no offline play, no bots. I have gotten server lag multiple times and there is no excuse for it playing solo, let me play offline if the experience isn't stable online, lagging is a death sentence as early as wave 10. Lack of bots at this point is laughable, with the amount of insane revenue CoD generates year in year out Acti should have already came up with the best in class bot support, would be a feather in their cap. I don't see how I can ever solo either map to completion without it but I'm having a blast either way.

Multiplayer - Cold War was the last PvP mp mode I spent any significant amount of time with, Black Ops 3 was the last one I spent A LOT of time with. BLOPS 6 multiplayer has me hooked all over again, currently level 50 since I started playing last Friday, got this last night:

SRFUJed.jpeg


The first 90 minutes was typical CoD onboarding, getting constantly murked and placing last. After that I found my groove and now I'm at the top of the scoreboard more often than not with a playlist that includes: Hardpoint (absolute favourite), Headquarters, Kill Confirmed, Kill Order & Domination. Had Control on their for a while but just wasn't feeling it too much. It speaks to how much they nailed the movement/gunplay to create an addictive loop because the truth is the maps just aren't very good...

Payback, Skyline, Redcard and Rewind are personal faves, the rest are kind of meh both in aesthetics and design. Crazy that they have the Casino level locked to 2v2, no interest in that mode and having one of the most visually distinct maps in proper 6v6 would have added some much needed variety, shame, same goes for the Vault. Let's see how things change over time, the first season arriving next week could be interesting 👌
 
Last edited:

twilo99

Gold Member
I don’t understand why they had to nerf the ARs they were already rather weak compared to SMGs for my liking so now, considering the maps sizes and pacing, there is very little reason to use them?
 
Hit prestige 1 today and had my best session overall, sometimes you're just "locked in" like the Terminator lol. Cool that you have to get 7 gold camos to unlock Diamond, encourages experimentation, working on AK-74 now, XM4 is my fave though, reminds me of the M-16 in CoD 4 which was my main gun on most maps.
 
Last edited:
Hit prestige 1 today and had my best session overall, sometimes you're just "locked in" like the Terminator lol. Cool that you have to get 7 gold camos to unlock Diamond, encourages experimentation, working on AK-74 now, XM4 is my fave though, reminds me of the M-16 in CoD 4 which was my main gun on most maps.
Yeah the camos do seem a bit crazy to get, personally I like rocking the default scheme lol
 
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