Breaking Down all major weapons changes – Black Ops Cold War

Nicholas Sakadelis

Black Ops Cold War’s first major balance update changed many weapons.

The first balance changes of Black Ops Cold War are here. Let’s review all of the most recent changes and talk about how each respected weapon is effected by their nerfs or buffs.

Assault Rifles

FFAR 1

  • Increased recoil.
  • Slightly reduced max damage by 3.5% (28 to 27).
  • Reduced max damage range by 34% (38m to 25m)

The FFAR was an accurate weapon with a fast TTK on top of its high damage. It was a bit too good in almost every gunfight. This nerf makes it less powerful at range but perhaps added too much recoil. The gun has fallen out of grace due to the insane recoil buff, replaced by the much more reliable Krig-6.

Submachine Guns

MP5

  • Reduced base effective damage range by 33% (15.24m to 10.16m)
    • Added more character to initial recoil by tweaking several bullet trajectories. (While this doesn’t affect the vertical/horizontal control stats in Gunsmith, this change makes it more difficult to stay on target by adjusting the trajectories of several bullets in the initial firing experience.)

The MP5 was the king of SMG’s on launch. It had superior range and handling, rendering it more of an AR/SMG hybrid, with minimal recoil. This adjustment keeps it deadly up close, but clamps the effectiveness at longer ranges, while also adding noticeable recoil.

Tactical Rifles

  • M16
    • Reduced max damage range by 15% (25.4m to 21.59m).
    • Increased sprint to fire time.
    • Slightly slowed move speed while firing.
    • Slightly increased delay between bursts.
    • Rebalanced fire rate bonuses on barrel attachments.
    • Slightly reduced the effectiveness of laser attachments.
  • AUG
    • Reduced max damage range by 20% (38.1m to 30.48m).
    • Increased sprint to fire time.
    • Slightly slowed move speed while firing.
    • Slightly increased delay between bursts.
    • Rebalanced fire rate bonuses on barrel attachments.
    • Slightly reduced the effectiveness of laser attachments.
  • Type 63
    • Slightly increased fire rate.
    • Rebalanced fire rate bonuses on barrel attachments.
  • DMR 14
    • Slightly increased fire rate.
    • Rebalanced fire rate bonuses on barrel attachments.

First of all, the AUG and M16 have been significantly nerfed in terms of fire rate, time between bursts, and mobility. The AUG and M16 have dominated the game since day 1 and often killed enemies in just a single burst. The additional sprint to fire time and move speed while firing will require you to think a bit more before you engage a target and give other more of a chance to counter play.

For the DMR 14 and Type 63, they just didn’t pack the same punch they did in beta. The increased fire rate should make them more effective when taking on groups of enemies.

Light Machine Guns

M60

  • Improved max damage ranges.
  • Improved movement speeds.

The M60 was sluggish and didn’t really do well at range. This should bring it up with the other LMG’s.

Sniper Rifles

  • Adjusted Sprint to Fire times to account for early blend/interruption allowed via animation system.
    • The effective Sprint to Fire time is notably shorter than what is displayed in Gunsmith. We have plans to address the Gunsmith readout in a future update.
  • Adjusted movement speed impact when firing to intended values to make each shot feel more powerful.
  • Fine-tuned barrel attachments that improve idle sway to provide a unique feel on each gun.

Snipers were essentially nerfed and buffed with this update. Snipers have been complaining about aim down sight times being too slow, and this makes that issue worse.

Pistols

  • Magnum
    • Slightly improved fire rate.
    • Improved max damage range.
    • Improved visibility while firing after the first shot.

The magnum is now a much better pistol, especially when akimbo. The magnum hits hard and is very accurate.

Shotguns

Shotgun Bravo

  • Slightly reduced damage between ranges from 5.8m to 7.7m.

Shotguns have been very reliable… almost too reliable. This should make shotguns get less one-shot kills from ranges.

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