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Call of Duty: Warzone September 15 Update Patch Notes

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Call of Duty: Warzone September 15 Update Patch Notes
Call of Duty Warzone September 15 Update Patch Notes
Call of Duty Warzone September 15 Update Patch Notes
Call of Duty Warzone September 15 Update Patch Notes

If your favorite game is also Call of Duty: Warzone then there is a good news for you. You will be glad to know that Call of Duty: Warzone September 15 Update is just deployed by Raven Software, and here is the complete list of patch notes but to get it you have to stay with us till the end, let us tell you that The new patch brings several new weapon and attachment adjustments along with bug fixes. The new update is now live for all platforms of the game. These new changes are welcome since the last major update arrived with the Season 5 Reloaded patch.

You are ready to download this patch with data pack and Wi-Fi. Let us tell you all the relevant information that you might need to know about this Warzone Update Patch Notes: September 15 is covered below in the next section. You should be able to download and install this patch directly from within the game as it seems to be a server-side update. Scroll down this page to get more information about Call of Duty: Warzone September 15 Update.

Warzone Update Patch Notes: September 15

Here are the official patch notes for Call of Duty: Warzone September 15 Update that is now rolling out to all the supported platforms of the game:

  • Increased the drop rate of the Cane (BOCW) “Lost Lion” Blueprint in Red Door rooms in the Plunder mode.
  • Fixed a visual issue with the Calling Card awarded for a certain easter egg. 😉
  • Fixed an issue causing Red Door rooms to misleadingly appear open if a Player dies inside one and redeploys after winning their Gulag match.
  • Fixed an issue causing the Auto Move Forward accessibility menu option to appear twice.
  • Fixed an issue preventing text from fitting properly within Menu elements in non-English languages.
  • Fixed an issue that was allowing Players to force Red Doors to remain open by using the Deployable Cover Field Upgrade.
  • Fixed an issue that was preventing some players from receiving rewards after completing a Contract in core BR.
  • Fixed an issue where clicking an MOTD would cause Players to be taken to the incorrect location within the Menus.
  • Fixed an issue where that same easter egg could not be interacted with.
  • Fixed an issue where the Swiss K31 (BOCW) Roman Standard Reticle was not center-aligned.
  • Fixed another issue causing the second Objective in Kitsune’s “Security Expert” Operator Mission to not track properly.
  • Fixed several issues related to the Tempered Perk.
  • Fixed the rarity label on various Blueprints and Charms.

Assault Rifles

  • AK-47 (BOCW)
    • Gun Kick adjusted

We are reassessing and polishing the Gun Kick of the AK-47 (BOCW) to behave more closely to other 7.62 caliber weaponry. 

  • FARA 83 (BOCW)
    • Maximum Damage decreased from 29 to 25
    • Minimum Damage decreased from 25 to 23
    • Head Multiplier increased from 1.35 to 1.56
    • Neck Multiplier increased from 1 to 1.2
    • Upper Torso Multiplier increased from 1 to 1.1

The FARA 83 (BOCW) is forgiving in addition to sporting a relatively fast and consistent Time-to-Kill at both of its Damage Ranges - which we feel is exacerbated by how easy it is to control. We are shifting some of the FARA 83’s (BOCW) power into Locational Multipliers and aligning its TTK values more closely with other Weapons that require a similar level of skill.

  • Krig 6 (BOCW)
    • Recoil increased
    • Neck Multiplier decreased from 1.3 to 1.1

The Krig 6 (BOCW) has dominated the scene for some time now and has continued to do so following our latest changes. We would like to take a moment to dissect why the Krig 6 (BOCW) has been so resilient. We believe there should be Weapons for players of all skill levels. In that regard, the Krig 6 is intended to be the entry-level long-range Assault Rifle — which we believe it is. These types of Weapons can become problematic when they are so easily controlled that their fastest theoretical Time-to-Kill values can reliably become their realistic TTK values, which is rarely the case. If that were always the case, the AK-47 (BOCW) and the XM4 (BOCW) would be the best Weapons bar none. Additionally, its generous Neck Multiplier created a scenario where its TTK could be reduced consistently and easily with a single bullet. We believe these changes will more firmly place the Krig 6 (BOCW) where it belongs in the path of Warzone Weapon mastery— a first or second stepping-stone.

  • QBZ-83 (BOCW)
    • Recoil increased slightly
    • Recoil Dampening enabled

We have a vision for where we would like the easiest-to-control, long-range Weapons to lie on the Time-to-Kill spectrum. We believe we are close, but not quite there. In the wake of these Weapons changes, the long-range engagement space may be succeeded by the QBZ-83 (BOCW). We will be monitoring its performance over the coming week to ensure its performance meets our expectations.

Submachine Guns

  • OTs 9 (BOCW)
    • Recoil increased slightly
    • Maximum Damage decreased from 34 to 31
    • Minimum Damage increased from 20 to 21
    • Headshot Multiplier increased from 1.35 to 1.52
    • Neck Multiplier decreased from 1.35 to 1

Part of what made the OTs 9 (BOCW) a powerhouse was how easily it could achieve its reduced Time-to-Kill speeds. With a shared Headshot and Neck Multiplier, headshots were nearly twice as easy to hit, making the OTs 9 (BOCW) remarkably forgiving for a Weapon with extraordinary TTK potential. These changes will require more precision to achieve its fastest TTKs. The OTs 9 (BOCW) will still be at the top of the mobility food chain, and will remain hardly bested in close-quarters engagements given a few well-placed shots.

  • TEC-9 (BOCW)
    • Maximum Damage decreased from 26 to 24
    • Minimum Damage decreased from 24 to 22
    • Neck Multiplier increased from 1 to 1.1

The TEC-9 (BOCW), like many other Weapons, had homogenized Locational Multipliers — which is an issue that tends to put balance in a precarious spot. This could often create a Time-to-Kill dichotomy where the Weapon would either too easily achieve fast TTKs or be largely inviable. This is not a particularly interesting design space for Weapons to exist in as we feel they do not adequately reward precision. We found a 540ms TTK a tad fast for no more than Torso shots, especially given its Rate of Fire.

Light Machine Guns

  • Light Machine Gun Alpha (BOCW)
    • Recoil adjusted
    • Gun Kick adjusted
    • Raise Interrupt Time increased from .8 to 1 second

The Light Machine Gun Alpha (BOCW) has many desirable traits. Its Recoil, Gun Kick, and Handling were more what one might expect from a 5.56 Assault Rifle rather than a Light Machine Gun. These added LMG downsides will have players thinking twice about bringing an LMG to an AR fight.

Tactical Rifles

  • Tactical Rifle Charlie (BOCW)
    • Recoil decreased slightly

An overarching goal for us has been to bring all Weapons to viability. While burst Weapons may not be for everyone, we feel it is important that we support and cultivate a wide variety of playstyles and skill levels across all Warzone modes. With this reduction to Recoil and a slight boost to Rate of Fire on its barrels, we feel this burst Weapon will once again be in a viable state.

Barrels

  • Tactical Rifles
    • Tactical Rifle Charlie (BOCW)
      • 18" Rapid Fire
        • Fire Rate increased from 5% to 6%
      • 17" Titanium
        • Fire Rate increased from 7% to 8%
           
    • M16 (BOCW)
      • 16.3" Rapid Fire
        • Fire Rate increased from 5% to 6%
           
      • 16.3" Titanium
        • Fire Rate increased from 7% to 8%

Call of Duty: Modern Warfare and Warzone is now out for the PC, PlayStation 4 and Xbox One platforms. Hope you will be satisfied with this article. Don’t forget to bookmark our page if you want to read more game updates and news

Source: Raven Software

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