News - Warzone: Full 1. 36 Update Patch Notes. Huge Meta Update & Weapon Changes. Warzone 2 1. 36 Update
New 1.36 patch notes for warzone & modern warfare 3
We got the brand new 1.36. Update live in War Zone in Modern Warfare 3, and this includes a bunch of new patch notes for multiplayer and for War Zone, including our very first major weapon meta updates for War Zone as well, so there is lots to dive into today.
New modern warfare 3 1.36 update patch notes explained
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It's all right here, so feel free to hit that sub button and turn on those post notifications. But we're starting here first on the multiplayer and zombie side of things, and then of course we have our separate patch note page for War Zone as well, so initially for global updates, this applies to multiplayer, zombies, and War Zone alike.
Stability updates address an issue experienced by some players that caused items previously unlocked to become unavailable to equip, so basically, just make sure that you can actually use everything you've gone through and unlocked for weapons and attachments. Global updates here on the Ram 7: The Speedway V5 short barrel attachment is now available to equip the gunsmith that was bugged previously.
The breacher drone improved impact detection to prevent inflicting more explosive damage on players than intended for customization. Crimson fate and carbon fate laser attachment skins will no longer appear as default skins on shotguns. Players who purchased the GG easy weapon Vault bundle will now be able to use customization on all optic attachments there, including the houndy.
The animated emblems are now properly rewarded upon reaching prestige levels 1 to 5. The stor mininder Priceless and Interstellar reward emblems will now display the correct emblem art as well as some small updates there visually. We also have some UI and UX updates here for bug fixes and the kill column on the scoreboard.
Now tracks properly in the war mode conversion kit; attachment slots for certain weapons will no longer appear locked despite requirements being met; exiting a blueprint preview will no longer kick you to the main menu when using a controller; hovering the Santa SL Ground Battle Pass sector will no longer kick you back to the menu; and clicking the View button menu on the battle pass bundle in the Operators tab will no longer kick you back to the main menu.
Offer progression challenges that require enemy equipment to be destroyed, and now progress upon the destruction. So, hey, this is great for launchers. Now if you go through and need to destroy things for your RGL and whatnot, you can do any of these and it'll actually track properly, rather than just being Betty and Claymores, which is obviously super obnoxious.
That's a huge update. There they also fixed several other challenges where progression was not tracking for the ray gun; they made it so that you're not supposed to be able to use it anymore in standard multiplayer modes; and they updated Operation Spear Head a bit with an out-of-the-map exploit. For modes in gunfight and private match, they fixed a split screen error and adjusted various XP earn rates for the playlist.
They obviously increased the scores we talked about yesterday, and they updated the CDL rule set in private matches as well for ghosts. Stationary players can now be stationary for 2 seconds before they are back on the radar there, so it's just adding in sort of like a grace period for ghost activating or deactivating.
In Zombies, some small things here act as four dead signal adjustments to the escape defeat. The gorm gormont, I don't know how to say that step in the dead signal.
All warzone 1.36 update patch notes ␓ new weapon changes
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So here again, we have our December 14th update. It's the same exact global updates that we just listed back over on the other page, but then we have our war zone-specific updates, so for strongholds. A black side key will only be rewarded the first time a stronghold is completed now, and subsequent captures by other squads will not reward a key; it was just basically dropping them every single time you got a new stronghold taken over for Resurgence on redeployment: the mechanic will now be disabled at the end of Circle 3, and for public events, those have been disabled in circles 1 and 2, and the chances for one to occur in later circles have been adjusted.
We then have our first major meta update looking at the breath of weapons and attachments on offer. Some outliers were performing above expectations. We have taken immediate steps to mitigate them to support a healthy engagement experience through the holiday break, so this is basically saying we're probably not going to see another meta update until after they're back in 2024.
So for rifles on the DG 56 burst, max damage was reduced from 32, or 232 rather, down from 40. That's a huge Nerf in its close damage range; its largest damage range there on the fr556 max damage reduced to 35 down from 43. Another significant Nerf is that these will still be good overrange because that's their minimum damage, but their close range efficiency is now significantly worse for battle rifles.
Not a surprise here; the bass Max damage was reduced to 35, down from 39. So that's its close range there, then its minimum damage was reduced by two, and that's its long range damage, so the bass B is now worse up close and overrange; it's probably still going to be decent with 35 being that Max damage, but it's definitely not going to be crazy broken anymore.
For handguns, the core 45 and Kimbo reduced that Max damage down to 15. That's a huge Nerf to the core 45 Kimbo there on the redia Kimbo; they also nerfed this Max damage down 11 as well, and the headshot multiplier was nerfed so close range. The Akimbo Retti and the Akimbo Core 45 are not going to be nearly as good anymore for marksmen's The DM 56 Max damage and Min damage both got nerfed, so close range and long range, the DM 56 is going to be worse.
The KVD enforcer headshot multiplier got nerfed the same deal with the Interceptor. Wait, that's all they nerfed on the Interceptor. There's no way, right? There's no shot. The headshot multiplier was reduced to 1.5 from two, but the interceptor is still there. That's not good. There's the interceptor, which is still going to be a major problem.