WHAT’S NEW NEW FREE MAPS! We’ve added Krovnik Farmland to Ground War and Shoot House to Multiplayer! NEW PLAYLISTS AND A NEW MODE! Going live on Friday... Hardpoint is now in rotation! Shoot House 24/7! This includes a mixture of Team Deathmatch, Domination, Kill Confirmed, and Headquarters And yes, all of this new content is available for everyone, for free, across all platforms! We’re so excited to share this new content with all of you and this is just the beginning. Thank you all for playing and keep the feedback coming! Check below for the full list of patch notes. Backend fixes to prevent crashes and improve stability across all platforms, include dev errors, and various performance fixes. Fix for a few bugs where some streaks and Field Upgrades were able to be flown out of bounds without penalty. General out of bound fixes were also added. Fix for a bug where a player being killed by an enemy with a Variable Zoom Scope would not see the zoom function in the killcam Fix for the Semtex warning audio being heard at the same volume whether in a building or outside In Headquarters, players were able to place a Tac Insert and respawn when their team owned the point. This has been fixed. Fix for various collision issues across maps Added UI that shows when XP events are active in playlists menus Sprint and Tactical Sprint speeds are now back to speeds in Beta Fix for a bug where the progress of the bomb defusal can be seen by the team that planted the bomb Fix for a bug that revealed players to UAVs when they fired their weapons, even if they had Ghost and a silencer equipped Fixed an issue where if multiple Personal Radars were active on a team, and are both marking the same enemy, only one player would see the enemy on their minimap. RIOT SHIELD: Fixed an issue where the throwing knife and Thermite weren’t causing the shield to go on the player’s back when thrown. We’ve also fixed the issue where explosive splash damage wasn’t working consistently. We’ll continue to tune the Riot Shield in future updates. CLAYMORES: Detonating an enemy claymore with bullets is now non-lethal when at full health. We’ve also reduced the trigger and damage radius and also reduced the damage width to better match the trigger width. BATTLE CHATTER: Removed the ability for enemies to hear when they’ve been called out by the opposing team. We also adjusted the enemy callouts so they are never from your Operator. Enemy callouts now use a more restricted cone at the hip and even more restricted in ADS when calculating whether or not to trigger. We’ll continue to monitor this and make additional tweaks to Battle Chatter in future updates. MOUNTING: Slight increase to recoil while mounting. PERKS: E.O.D. now clamps damage to a non-lethal amount, assuming the player is at full health LIGHTING: Continued updates to player visibility in dark windows and dark areas. FOOTSTEPS: We’ve increased the occlusion percentage to filter footstep sounds behind geometry and adjusted the footstep volume at a distance. We have another large footstep change coming in the next update which will make crouch and ADS movement significantly quieter. Stay tuned! CHALLENGES/PROGRESSION/RANK Daily Challenges and Active Missions are getting a full sweep of testing and fixes. We’ll have more updates to these systems in future updates. Fix for a bug where the Infiltrator challenge was not tracking properly Fix for launchers not giving XP when shooting down killstreaks Fix for a bug where planting or defusing 5 bombs in Cyber Attack or SnD was not tracking properly Camo challenge for “Kills After a Reload” didn’t give the player enough time to acquire a kill, so time has been increased Fix for a bug where your XP require to reach the next rank was higher than the value needed 725 Shotgun: Increase to ADS and Hip Spread, reduced damage range M4A1 Assault Rifle: Reduced damage range, small recoil increase Assault Rifles: Increased hip spread to reduce effectiveness up close, less damage at long range for full auto 5.56 rifles SMGs: Increased move speed, increased ADS move speed, small reduction in sprint out time UZI SMG: Increased damage range MG34 LMG: Increased hip spread, damage range reduction, small ADS slow down M91 LMG: Increased hip spread, small damage range reduction PKM: Increased hip spread, medium damage range reduction Pistols: Increased move speed, reduced sprint out time, increased damage range Crouch and Prone no longer adjust recoil CALL OF DUTY LEAGUE Updated rulesets for CDL competitive modes in private match CYBER ATTACK Fix for a bug where a player could use lose their primary weapon and would be unable to see their viewmodel after being revived by a teammate GROUND WAR Fix for a bug where players would sometimes be unable to pick a spawn location Fix for a bug where a Tac Insert could cause players to spawn on the enemy home base Pick up Intel! – In the Operations, explore Verdansk to find additional backstory information of Verdansk and the Operators. Fix for scoreboards displaying incorrect data XP adjustments and general backend fixes Various fixes for out of bounds and parachute exploits Respawn timer no longer stays on screen after teammates are revived from bleedout Fix for issue where the Munitions were not usable after respawning via Gunship Fix for losing your weapons when picking up the core Achievements can now be unlocked in CP Fix for issue where players could spawn with their weapons in the downed state Picked up Munitions no longer carry over from match to match. Only the Munitions you purchase with points will. When respawning via the Gunship, you will no longer be given the Tank role Selecting an Allegiance Operator or Allegiance as a favorite faction will now properly assign the voice of the correct operator Operation Headhunter: Fix for a bug where players are not able to lock missiles onto the final boss helicopter Operation Crosswind: Adjusted stealth for gameplay Operation Paladin: Fix for a bug where there was no UI or indicator of where to go or how to finish the objective after defending the 3rd arms crate Fix for a bug where the default weapon was different than the weapon a player would hold if they were placed in Last Stand https://www.reddit.com/r/modernwarfare/comments/dtcenq/new_free_maps_hardpoint_and_patch_notes/
FOOTSTEPS: We’ve increased the occlusion percentage to filter footstep sounds behind geometry and adjusted the footstep volume at a distance. We have another large footstep change coming in the next update which will make crouch and ADS movement significantly quieter. Stay tuned! Ainda sem testar, parece-me a mesma lenga lenga do último update dos footsteps que nada fez. Espero estar errado, isto é um problema para ser resolvido agora
Pois, já estava à espera. E assim o jogo vai continuar igual. Pra quê mexer se me vão ouvir do outro lado do mapa
Lançarem um update destes... meu deus. M4 e 725 estão literalmente iguais. As minhas armas estão a nível 1 e sem eu conseguir ver o progresso nas camos há dias. Passos, igual. Enfim
E não fizeram nada em relação ao maior cancro deste jogo que são os spawns. Enfim... E o mapa novo, alguma coisa de jeito?
Tiraram as mortes de domination, headquarters e tdm continua sem as mostrar. Bem IW. Realmente estão a cumprir tudo o que disseram. A game with a lot of places to hide, that feels easy for new players to blend in. Bravo. EDIT: Sabia que este update não ia resolver tudo, mas esperava muito mais. Na prática, não vejo nada de diferente. Talvez se safem os buffs às armas que anunciaram. Não experimentei.
Tiraram as Deaths? Então mas o pessoal andava-se a queixar que elas nao apareciam em TDM e eles vão tirar nos outros modos também? [email protected] logic..
Acho que o que o pessoal tinha dito era "TDM deve mostrar kills e deaths. Jogos por objetivos - Kills e Captures". Que é que eles fazem? Vamos mas é não mostrar as deaths em lado nenhum que é pra ver se o pessoal não faz rage quit! lol
Acho que dá para perceber quando um jogo está no ponto para fazer Rage Quit, mesmo sem ver o K/D.. É que isso é daquelas coisas que foram mexer não sei para quê.. Nunca ninguém se queixou dos scoreboards. Aliás, esse devia ser a menor das preocupações deles.
As missões (sem ser as diárias) continuam a dar reset e a deixarem de estar selecionadas... EDIT 1: Ponto positivo que encontro neste update é que aumentaram o sprint para os valores da beta. Quando o jogo saiu houve aqui um user que se queixou disso e agora confirmou-se esse "nerf". Que jogando agora, me parece completamente desnecessário terem feito em primeiro lugar. EDIT 2: Já não me lembro se era assim porque o meu jogo anda bugado, nem me mostra o progresso nas camos nem nada. Mas agora no fim dos jogos se desbloqueamos uma camo, aparece no after report. Assim como os attachments
@JTMachado82 pelo contrário. Correm mais um bocado, exatamente como faziam na beta. Não é uma diferença gigantesca, mas é uma mudança bem vinda na minha opinião. Sinto o jogo um pouco mais fluído de movimentos
Ainda sem ter feito muito jogos sinto o mesmo problema em relação aos footsteps, parecem continuar iguais. Sem estar em sprint vejo as killcams e vejo o pessoal a saber exatamente de onde venho a distâncias que enfim...
Yikes... Este tipo de coisas faz me duvidar seriamente do período de testes deste jogo. A beta não foi teste nenhum como já se viu. As coisas já estavam pensadas e foram assim que saíram independentemente do feedback que receberam. Um aviso para o pessoal que costuma fazer isto (incluindo eu) e depois se admira que a pessoa mata por trás da parede ou que vai ter connosco direitinha como se tivesse um advanced uav no ar.