News - What Exactly Changed Warzone 2. Season 1 Reloaded Patch Details

So perhaps this is one of those things where it only works in public matches, or perhaps this update didn't actually get pushed properly because I'm clearly still affected by an EMP, and I do have a Tac mask equipped. On top of that, they address an issue with the signal jammer gear that prevented it from performing properly when combined with the engineer vest.

modern warfare 3

Since I never really used the signal jammer, I don't know what that issue was, but apparently they fixed something there, so that's good news. Then, getting into the equipment cat category with the thermobaric grenade, they increased the minimum explosive damage so that on the outer edge of the radius where it's not going to kill you anyway, previously this only dealt 25 damage there, whereas now it'll deal 75 damage, so it's still not going to kill you, but you will be walking away from that with less health than pre-patch.

Then when it comes to field upgrades the enemy cruise missile will no longer be targeted and destroyed by a trophy system which is great news I personally thought that was a little bit Overkill to have a field upgrade counter a kill streak because field upgrades they just happen over time and you just get them by existing, whereas kill streaks you have to actually earn and get score and kills within the same life in order to get that so I did find it a little bit ridiculous that a trophy system just completely nullified a kill streak, but then on top of that with the ACs they addressed an issue that prevented objectives from being captured in hardcore game modes and this is something especially in hardcore hardpoint I was hearing about basically the ACs just didn't work it wouldn't capture the objective.

Killstreak changes

Killstreak changes

Seconds, whereas now it's 1.75. Seconds, so it's going to take a little bit longer between those shots, and then another thing they've done with the Sam turret is they adjusted the number of missiles required to destroy multiple kill streaks. So with the Vall previously, it would take three Sam turret missiles to take one down; now it's going to take four.

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With a gunship, previously, it only took three of these Sam turret missiles to take down a gunship, which is pretty crazy now that it takes five. With the Chopper Gunner, it was also three prepped; now it's four, and then on top of that previously. Like you got no score toward your score streak, no XP, you got nothing for that.

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Now you will get a score toward your streak as well as XP for shooting that streak down. Then for the EMP, when you call it in, if it destroys equipment and kill streaks, it will no longer grant you progress toward your kill streaks, and this one was a huge problem in ground war previously. If you earned an EMP in ground war modes and then just got yourself killed and waited to respawn before calling it in, it would almost guarantee all of your streaks earned again, including another EMP. If you just called your EMP in at the beginning of your life because it would destroy so many things because there are so many things in ground war, emps will no longer earn you any progress toward your streaks, and then on top of that, for both the EMP and the Swarm, the announcer voice line will properly play when the enemy calls one of these in.

Wrap up

Wrap up

And there we go. That's finally going to wrap up all of the miscellaneous changes and bug fixes that came with this update for Modern Warfare 3 multiplayer. I'll talk to you guys

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The Season 1 Reloaded Update for Modern Warfare III is here and it came with a ton of changes and fixes. In today's video, I wanted to cover all of the important non-weapon balancing changes with this update and tomorrrow, I'll dive deep into the long list of weapon balancing.
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