News - Big Warzone 2 Weapon Balance Changes. Kv Broadside Nerf, Vel-46 Buff, More
Intro
foreign, The update came with a bunch of weapon balancing changes and also some attachment balancing changes, so in today's article I wanted to hone in on just the weapon balancing. I do think there were enough attachment changes that that's better suited to a different article because this is going to be a long enough article with just the weapon changes, so with that in mind, let's just dive right into this and we're going to start this off with the Rel Mg.
Raal mg nerfs
With this gun in the patch notes, there were a bunch of damage changes stated, some increases and some decreases, and they also mentioned they increased the recoil once again on the route. Keep in mind that with the Season 2 update, this one got a pretty big recoil increase already. Let's start off with the damage changes, and as we can see here, pre-patch versus post-patch, a lot of our damage values have actually increased.
A little bit, but, at the end of the day, for core game modes with 100 health, this has no meaningful impact whatsoever. Even if you try to mess around with different combinations, this just doesn't change the number of shots to kill ever. That change was obviously made with Warzone and the DMZ in mind with R armor equipped.
However, at the longer ranges, you'll notice our upper torso damage and our headshot damage values have been reduced a little bit, and, while this wasn't a massive change, it does change one particular scenario you might run into at 100 health for core game modes. This is a pre-patch. All you needed for a two-shot kill in the longer ranges was one upper torso shot combined with a headshot.
Now, both of those shots will have to hit the head if you want to get a two-shot kill, so that's a pretty isolated sort of situation. It's not something you'll run into very often, and as a result, it wasn't a massive change by any means for core game modes; however, we also saw an increase to our recoil, and, as we can see here when we look at pre-patch versus post-patch, they increased it quite a bit more even though again this was just recently nerfed, so it seems like they really want to cut the effectiveness down on the rail for longer ranges.
Again, this is most likely targeted for war zones and the DMZ, but unfortunately in this case, this will also have a very noticeable impact on this gun in regular core game modes for multiplayer. At the end of the day, this is a very predictable recoil pattern; it kicks up with a very slight lean to the right, and you will have to be aware of those gaps between each shot fired. This is definitely going to limit the rail in those longer ranges, even for regular core multiplayer.
Rpk nerfs
As for the next weapon, let's talk about the RPK a little bit; this one just saw a couple minor changes. The first thing is that our base movement speed was reduced very slightly; this will be barely noticeable at all.
It went from 4.33 meters per second down to 4.29 meters per second, and on top of that, our muzzle velocity was also very slightly reduced from 620 meters per second down to 600 meters per second. When it comes to these changes, you're not likely to notice any difference whatsoever, as explains.
Sakin mg38 nerf
For the last LNG that was impacted by this update, this is the second mg38. And with this one, they stated in the patch notes that our damage ranges have been reduced, and as you can see here, when it comes to our maximum damage range, that was reduced from 35.8 meters down to about 32.5 meters, so a fairly minor reduction there; however, our 3-shot kill potential range, this one was reduced from 61 meters down to 55.4 meters, so this is about a 10 percent reduction to our range values, and while that is somewhat noticeable at the end of the day. The second Mg38 still has an incredible range profile, so I don't think this is really going to have a serious negative impact on this gun; however, on top of this, it turns out there was a hidden Nerf to the gun.
Sakin mg38 hidden nerf
I'm not too sure why this wasn't in the patch notes because it is something they mentioned to us in a behind-the-scenes call before the update hit.
It turns out they increased the horizontal recoil on the second M4A1. As well, and when we look at pre-patch versus post-patch, this was a fairly noticeable nerf in that area.
Mx9 buff
It's going to be a bit harder to keep this gun under control with sustained fire next, let's move into the SMG category, and the first thing is the mx9 got increased mid damage ranges according to the patch notes, and it turns out both are four-shot kill ranges and our five-shot kill ranges have been increased, especially that four-shot kill range that's actually a very noticeable bump from 20 meters up to about 20-6 meters, but just keep in mind our three-shot kill range was untouched with this update.
Bas-p buffs
A similar note with the basp: the patch notes stated an increase to our damage ranges, and with this, it turns out our 4-shot kill range was untouched; it's exactly the same pre-patch versus post-patch, but all of our other range values were increased between 15 and 18, so there was definitely a noticeable improvement to those other ranges as well, and that should make the best p a little bit more effective, but there was another much needed buff to the basp, and this was an increase to our sprint to fire speed.
Even though the patch notes say time, which implies that it slows down, this was an increase to the sprint out speed, and basically what they did here is they now aligned this with all of the other SMGs: previously. This had assault rifle-level sprint out times; now, it's got proper SMG sprint out times, which is actually a very noticeable buff to the gun, and I think that was definitely needed because this was a lower-tier SMG before the update, whereas now it should be more solid and in line with where it should be against the other SMGs.
Pdsw 528 iron sight adjustment
But then let's move on to the PDSW 528s. With this, there was just a slight adjustment to the alignment of the iron sights for better visibility, and, as you can see here for the base iron sights pre-patch versus post-patch, you can see the front sight is sticking up just a little bit higher, and that does improve visibility very slightly; these still do block a fair amount of the center of the screen, but now you should run into fewer instances where this literally covers the entire target.
and you're just guessing; it's also worth noting this change applies to the gr33, light rail if you're using that attachment on this gun as well if you'll see the same sort of adjustment as with the base iron sights now.