News - Warzone 2: The Season 3 Update Changed A Ton Of Things. Warzone 2 Warzone Update 1. 41 Notes
Anything really on some of those weapons so that's now been decreased to bring it more in line which is definitely cool we saw adjustments to the gloves of the Quick Grip gloves where it swap speeds have been standardized and improved where possible the assault gloves now also improve weapon handling, the ordinance gloves now also improve usage time for most equipment field upgrades and streaks the Commando gloves now improve Sprint out speed and Tack Sprint can reloads Marksman gloves fixed an issue where the sway benefits were not working as intended running sneakers now also improve tactical Sprint out stalker boots now also improve walking smoothness, the flash grenade its Min and Max and effect have been normalized, as has the stun grenade the aim slow effect has now been heavily reduced in duration so definitely nice to see all that kind of stuff and then one other cool thing that is of note I think is a new party bonus XP where this allows players to earn more XP dependent on the party size they play with so if you play with friends this is great for you you're going earn plus 25%.
Modern warfare 3 zombies update in season 3
Rank and weapon XP rank for two players plus 25 rank weapon and battle pass XP for three players and four and up players you get 30%, of a boost on rank weapon and battle pass XP so pretty cool there for sure but anyways let's keep moving on here zombies, before we brige the Gap into war zone well nothing really until midseason as we've talked about now Treyarch did mention in a call that I sat in on recently that they're really all Hands-On deck for something else upcoming and we all know what that means so the rest of the content here is falling to a different set of teams just trying to really tie the experiences, together to that next title so fingers crossed whatever tr's cooking up for presumably Black Ops golf war is an absolute banger but for right now it seems like Modern Warfare Zombies is going to be left by the wayside, or at least getting minimal content support here for probably the rest of the year unfortunately .
The warzone rebirth island changes in season 3
But anyways, war zone, let's talk about this a lot of stuff in regards to Rebirth Island, a lot of stuff in regards to weapon tuning and all, but starting out with Rebirth Island just because I think there's some interesting and noteworthy things here right up front. We do have a few changes to Rebirth Island in terms of some additional buildings and some additional ways to help improve flow and movement around the map, but in the harbor area, you have a new small building by generators.
Water treatment added more cover and a bit more reason to land there stronghold, there's a new garage building in the place of the bunker some lines of sight were adjusted with the initial buildings and some soft cover was added into open areas giving you a bit more of ways to stay alive because in that stronghold area in particular if you're up on the cliff side you can look down on everybody and there's just really no cover there especially, right at the bottom of that Cliff side so that has something that is added here to mitigate that a little bit there's new tunnels that you can swim through two tunnels in the map over by Harbor and water treatment, they're very simple to follow and they're linear tunnels there's nothing really more to them other than just like a flank route that you have to swim through, water treatment goes into the golden bunkers which I thought was pretty cool repurposing.
That little area, but anyways, other changes: the tense down by wardens is a bit more solid, so you can't wall bang like three to four them at a time; there's new drop holes that you can end up going into the underbelly of the world a little easier; and adding a bit more flank routes again; there's that new water and shore play; there's new zip lines; and all things like that, so that's cool and stuff you will be able to experience here shortly; the infield strikes the first two weeks of play; there are no infill sequences. So what you have is that base rebirth offering, and nothing will change, so bear that in mind and make sure you know that because the first two weeks are going to be totally normal, they're going to be just how you remember them with those slight thematic reskins and maybe some slight altitude in regards to the different buildings and different covers added, but for the most part, 99% of Rebirth Island is going to be returning, just as you remember it, which is cool.
Warzone weapon tuning in season 3
That said, let's talk about weapon tuning, because there's a decent bit here. Still, some of the stuff is one-to-one with Modern Warfare 3, but other stuff is not so much, starting out with the assault rifles. Here, one thing you'll notice is that we see a bunch of different love for Modern Warfare 2 weapons.
In this patch, we see a lot of stuff nerfing the Modern Warfare 3 weapons and buffing some of the MW2. Weapons, so it seems like we're trying to find this common balance and ground between all of the weapon pull sets, which is pretty cool and, if done properly, can offer a ton of variance into that air quote meta.
But it is a tall task, so we'll see how this works out in practical use rather than just on paper with what we see with these patch notes, but anyways, the ram 7 saw Nerfs across the board with a Max damage decrease near to Mid and Max damage range decreases as well as modifiers to the head and neck damage multipliers; the dg50 saw an increase that Sprint to fire time again coming back to time, not speed; and then you have a couple of weapons from Modern Warfare 2 buffed in the way of things here where the Lochman 556 saw buff to the max damage near to Mid damage neck modifier, upper torso modifier, and arm and hand modifier.
So a substantial one on paper there again; we'll have to see how it plays out in practical use. The M13 C saw a Max damage range increase, the FR advancer saw buff the arm and hand modifiers, and the Tempest Razer back saw Max damage increase and arm and hand damage modifiers, battle rifles. Your Bass B saw again a decrease across the board in regards to rate of fire and recoil center speed, but that Jack Outlaw 277.
Kit also saw the changes we saw in Modern Warfare 3: the MTZ 762 saw a Max damage decrease and near to Mid damage decrease, while the SOA subverter saw a Max damage range near to Mid damage range decrease along with an increase in the sprint of fire and aim-down sight times. The Sidewinder, though again for whatever reason trying to make this a viable weapon increasing it ever so slightly every up it seems like we did see a buff to that Sprint of fire and bullet velocity the SMGs we saw a bunch of different stuff here that kind of does vary a little bit from the modern warfare three tuning, but the RAM 9 saw a Max damage decrease, but also a decrease that Sprints of fire time so a Nerf and a buff there the ARR 9 for the most part saw Nerfs across the board but did see a buff to that Sprint to fire time so a little quicker on the draw there the Rival 9 HRM 9 and the striker all saw increases to the Sprint of fire time so Nerfs there the striker 9 saw a buff and a Nerf where it did continue that Sprint to fired Nerf but did increase the max damage range, then the wsp Swarm and wsp 9 also saw increases the Sprint to fire time Nerfs there now that said the SMGs from Modern Warfare 2 of the mx9.