News - What Exactly Changed Warzone 2. Season 1 Reloaded Patch Details
New map, guns, & modes
And just in case you're confused, since it may not be entirely clear how to unlock this, this is actually unlocked in a brand new tier in the battle pass that they just added, so that's where you find this SMG. And then, in a little bit, I'll be showing you some gameplay with the TAC evolver. Which is the lmg, which is by default 762, but you can just swap that to 5.56 by changing out your magazine, and that one is unlocked via this week's weekly challenge.
Various customization & menu fixes
And now let's get more into the changes and fixes that came with today's update. Now. I'm not going to cover every single little bug fix; I'm mainly just going to focus on the ones that I feel are the most notable, the ones that you'll actually notice and that I think are a big deal. The first one is that they brought that Gaia skin, or the Groot skin, as a lot of people call it they brought that back with improvements.
As you can see here, they added an actual body underneath, all of the tree part of the skin, whereas previously that was all invisible, and that's really what made the Gaia skin blend into the background so much: the fact that you could see portions of the background through the skin, which would just blend that skin in, whereas now there's a solid character model behind that, so it really shouldn't be blending in nearly as much as before.
On top of that, there were just a ton of fixes within the UI, like things like unobtainable calling cards displaying in the premium category. Now on top of that there resolved several bugs that actually ran into from time to time where it would just kick you back to the menu if you scrolled over the wrong thing in the wrong menu, so they resolve that issue when it came to viewing daily challenges that would kick some people back to the main menu or reporting a player in another group or resetting something to a default setting that would sometimes kick you back to the main menu that should be taken care of now getting into a really gameplay specific thing they addressed an exploit that allowed weapons to be fired faster than intended well in semi-auto, and the number one culprit for this was the dg58, a lot of people are using macros or modded controllers, in order to get a ridiculous fire rate in semi-auto with that and it was absolutely overpowered they have now significantly reduced the fire rate cap on that in semi-auto.
No more insane semi-auto exploits
Which is excellent to see because that was definitely broken.
Audio adjustments
Next, there were a couple adjustments they made to the audio. The first one is something that I found a little bit jarring and a little frustrating. This is teammate footstep audio when they're sliding or landing from a fall. For some reason, the audio would sound like an enemy footstep, which is a little bit louder than teammate footstep audio, and especially with the bone conduction headset, it was a lot louder than what would be expected from a teammate's footstep, and it sounded exactly like an enemy footstep, so let's just have a listen to the change here.
Back to back. I'm going to play the first clip, which is pre-patch, with my teammate jumping next to me while I'm using the bone conduction headset, and the second clip will be post. Patch and as you could probably tell, that's a huge difference; teammates will actually sound like teammates even when landing from a fall or sliding.
Another thing they mentioned is that they improved footstep audio for players walking on puddle surfaces. I did some testing pre-patch and post-patch. I couldn't really find any noticeable difference at all between prepatch and post-patch, so my guess is that in public matches there was maybe some inconsistency with puddles, which I wasn't seeing with my really controlled testing in a private match, so perhaps they just improved the consistency there, but I can't really show you a before and after since it looked identical to me at least with my before and after testing.
Spawn adjustments
After that, let's talk a little bit about spawns. The first thing they mention in this category is that enemy remote-turret wheelson and Chopper Gunner kill streaks. They will now disable nearby enemy spawn points, which I think is excellent when it comes to the remote turret and the wheel. You shouldn't be able to sit directly on an enemy's spawn point with a wheelson or have a remote turret, literally just aiming into their spawn point and killing them very shortly after they spawn, but I am a little bit confused as to why the Chopper Gunner is included here since that's an aerial streak.
Obviously. I want to get some play time with this to see how this actually affects the usage of the chopper gunner, but in my opinion, the chopper gunner is already really weak, and if they make it now where the enemy spawn point is just going to be flipping all over the map if there's a chopper gunner in the air.
I feel like that's going to create more issues than anything. But again, time will tell. The next thing I want to talk about with spawns is that it looks like they have completely overhauled spawns as well as hardpoint locations. For the hardpoint game mode, hardpoint should feel like a totally different game, at least based on what the patch notes are stating.
Again when it comes to spawns it takes some time to really get a feel for things but I'm glad to see this especially with the launch of ranked play I'm sure that's why they push this update alongside ranked play because the hardpoint spawns were so bad and definitely needed a lot of work and another thing I want to say is they didn't mention anything about spawns in other modes, but a lot of the times they'll make adjustments to spawns, that they don't mention in the patch note so this is something where I want to get some play time with the spawns I want to get a few gaming sessions in to see how they feel and to see if there are any improvements to the spawns across the board one thing I will say is when I was just playing against those bots on Rio, in Team Deathmatch the spawns seem to be extremely.
Sticky, like way stickier than the prep patch on the other maps, but that could just be a map-specific thing with this brand new map, so again. I just need some time to really get a feel for the spawns after this update.
Perks, field upgrades & equipment
In either case, let's move into the perks, and with the Tac mask, they mentioned that they added immunity to enemy EMP effects from the Storm Ender launcher. However, when I test this, at least in a custom game, that doesn't appear to be the case, and you're still affected by that EMP.