Season 3 of Modern Warfare 3 and Warzone arrives today, and Activision reveals all the big changes for this new season of Call of Duty. The Season 3 patch notes include changes to perks, major weapon balancing, and some quality-of-life changes.
The season launches with three new weapons in the battle pass, four multiplayer maps, Capture the Flag mode, new perks, and Rebirth Island’s return to Warzone. Season 3 also adds the Plunder and Buy Back modes to Warzone Mobile. Several bundles arrive with Season 3, including more King Kong and Godzilla skins, a stoned sloth operator, a dinosaur soldier, and Cheech & Chong are Call of Duty operators. More details on Season 3 content can be found here.
On the Warzone side, a new quality-of-life update gives the option to “Clear All Pings,” which will remove all of a player’s pings, as well as any squadmate pings from their screen.
Rebirth Island returns as the season’s new Resurgence map with matches of 44 players. Vehicles will not be available on the map at launch, but the patch notes detail that they’ll return later in the season.
The season adds a new incentive for players to stick with their squadmates. This system rewards players with additional player, weapon, and battle pass XP for playing consecutive matches with squadmates.
Individual bonuses increase incrementally if players finish a match with at least one of the following conditions met:
- The player has at least one friend in their party
- The player queued with Squad Fill enabled
- The player queued with Stay with Squad enabled at the end of the previous match
Here is a breakdown of bonus progression for consecutive matches:
- First – 1,000
- Second – 1,500
- Third – 3,000
- Fourth & Above – 5,000
Season 3 also adds plenty of weapon balancing to shake up the meta. Season 2’s popular RAM-7 assault rifle is finally nerfed. This includes a decrease in the maximum damage from 36 to 32, a reduction to the near-mid damage from 30 to 28, and the maximum damage range is reduced from 26.67 to 24.13 meters. Head and neck modifiers are also decreased.
The powerful HRM-9 submachine gun didn’t receive a damage nerf, but it did receive a movement change to slow players down. The gun’s sprint-to-fire time is increased from 94ms to 110ms. Season 2’s top sniper rifle, the XRK Stalker, is also slowed down with an increased aim-down-sight time from 580ms to 600ms.
Additionally, the developer says the obstructive VFX while firing MW2 weapons is now decreased to align with MW3 weapons. The update also removes variance from ADS Idle Sway, allowing a predictable sway pattern. These changes are also included in Modern Warfare 3.
For Modern Warfare 3’s seasonal update, there’s now a party bonus for those who choose to team up. This allows players to earn more XP, which is dependent upon their party size.
- 2 Players: +25% Rank and Weapon XP
- 3 Players: +25% Rank, Weapon, and Battle Pass XP
- 4+ Players: +30% Rank, Weapon, and Battle Pass XP
Weapon balancing is also included, and the RAM-7 is nerfed in multiplayer as well. This change isn’t as drastic as the battle royale update, with just a 23% decrease to the neck damage multiplier.
The popular Holger 556 assault rifle gets an even bigger nerf with a 15% reduction to upper leg, lower leg, and foot damage multipliers. The change means the Holger 556 now requires shots to land above the waist for a 4-shot kill.
A few adjustments are made to MW3’s perks. The Quick-Grip Gloves now have increased weapon swap speed benefit to a minimum of 40%, but it varies between weapons. Ordnance Gloves adds a 20% use-speed benefit for equipment, field upgrades, and killstreaks. The update also fixes an issue with the Marksman Gloves, which previously caused the 15% sway-reduction benefit to not apply.
On the Zombies side, the JAK Purifier is nerfed so that it does decreased damage to elite and boss enemy types, preventing it from being an easy tactic for taking down the mode’s biggest threats. It also addresses an issue that previously prevented the V-R11 Wonder Weapon from transforming warlord bodyguards into Zombies.
The full weapon balancing and patch notes for Warzone and Modern Warfare 3 can be found below, as shared by Activision.
WELCOME TO MW3 SEASON 3
Welcome to Season 3 of Call of Duty: Modern Warfare III!
Before getting started with the new content this Season offers, review the latest Patch Notes for details on significant gameplay improvements, fixes for pesky bugs, and more.
Download the Season 3 update and play on all platforms today at 9 AM PT.
NEW MAPS
Season 3 introduces a total of six 6v6 Multiplayer maps to Modern Warfare III.
Three of these maps are brand-new locales and layouts, while the other three are fresh yet familiar experiences. Look for the Emergency 24/7 Playlist at the start of the Season, with other exciting Playlists to follow in the coming weeks.
- Emergency
- 6 Star
- Tanked
- Growhouse
- Grime (In-Season)
- Checkpoint (In-Season)
NEW MODES
Kick it back in Season 3 with some all-time classics, then prepare for all-new Modes arriving later in the Season.
- Capture the Flag
- One in the Chamber
- Minefield (In-Season)
- Escort (In-Season)
…and more 🙂
NEW WEAPONS
Progress the Battle Pass to unlock four base Weapons, including the iconic MORS and BAL-27 from Call of Duty: Advanced Warfare (2014).
FJX Horus (Submachine Gun)
An ultra-compact SMG with best-in-class CQC damage and mobility.
MORS (Sniper Rifle)
This single-load railgun delivers a high-damage payload with excellent velocity and penetration.
Gladiator (Melee)
A compact, concealable punch knife that was initially used by gamblers and politicians.
BAL-27 (Assault Rifle, In-Season)
A bullpup prototype weapon designed to increase fire rate over time while the trigger is squeezed. The first 4 shots are slower to fire but highly accurate.
NEW AFTERMARKET PARTS
Add some spice to previously mastered weaponry with eight all-new Aftermarket Parts.
JAK Cutthroat
This 3D-printed stock provides an unrivaled combination of speed and stability while aiming down sights.
JAK Revenger Kit
This conversion kit turns the BP50 into a CQC legend. A 9mm caliber conversion with shortened receiver and high-capacity magazine.
JAK Jawbreaker
Converts this Shotgun into a hard-hitting, automatic Battle Rifle.
JAK Shadow Titan Kit
Converts the Bruen Mk9 into a compact and integrally suppressed light support weapon chambered in 300 blackout.
JAK Patriot
Converts the M16 into a fully automatic rifle with a heavy ported barrel built to provide superior recoil control and firing aim stability.
Wardens
Relive the glory days, stir up the hornet’s nest, and take down your enemies, leaving no loose ends with these museum-worthy akimbo lever-action Shotguns.
JAK Atlas Kit
Converts the AMR9 into an extremely lethal and accurate 5-round burst carbine chambered in 556.
Photonic Charge Barrel
This hyper-advanced barrel is more than simply a barrel. Holding the trigger charges the rifle and releasing fires a single, high-power energy projectile.
NEW EQUIPMENT
Try fresh tactics with two new Equipment items arriving later in the Season.
EMD Mine (Tactical, In-Season)
Proximity-triggered mine that sticks to surfaces. Once triggered, the mine shoots out tracker devices that reveal the enemy location and direction until removed.
Enhanced Vision Goggles (Field Upgrade, In-Season)
Toggle between normal vision and enhanced vision with integrated target highlighting. Has limited battery.
NEW PERKS
Tailor your Loadout to your playstyle with all-new Perks in Season Three.
Compression Carrier (Vest)
Assisted healing and gas protection.
Modular Assault Rig (Vest)
Lethal and Tactical scavenger.
Gunslinger Vest (Vest)
Secondary Weapon specialist.
Reinforced Boots (Vest)
Immune to movement reduction effects.
High-Gain Antenna (Gear)
The minimap is zoomed out for you and nearby allies.
NEW OPERATORS
From cultural icons to new friends and foes, a small army of new Operators is on its way to Modern Warfare III.
- Banshee
- Hush
- Snoop Dogg
- Stasis
- Cheech
- Chong
NEW EVENTS
Be on the lookout for Events with limited-time rewards to earn throughout Season Three.
- Vortex: Vi.Rus Mainframe
- Call of Duty Endowment: U Assist Veterans
- Godzilla x Kong: Battle for Hollow Earth
- Blaze Up
GLOBAL
CUSTOMIZATION
- Corrected protection with the Aegist Imperials Blueprint to match the base Riot Shield.
- Resolved an issue causing Blueprints to lose aesthetics when saved as a Custom Mod.
MULTIPLAYER
UIX
- Added an unlock status and game origin filter for Operators and the ability to sort by latest additions and name.
- Added a new option to the Settings menu to test all speakers in the current audio setup.
- Seasonal cinematic cutscenes can now be skipped.
- Tac-Stance status is now indicated on the HUD in the Firing Range.
- Weapon Mastery Emblem unlock requirements are now displayed in the Customization menu.
- Adjusted various Attachment descriptions and Pros/Cons listed in the Gunsmith to better reflect their true attributes.
- Gunsmith Attachment Filters
- Changed filter combination logic from AND to OR.
- Selected filters are now reset after each game session.
- Removed redundant Locked and Unlocked filters.
- Filters button now displays actively engaged filters.
- Bug Fixes
- Killstreak HUD overlays will no longer persist after destruction by the Stormender.
- Additional Perk slots are now displayed correctly in the Killcam.
- Applying certain Weapon filters will no longer unexpectedly kick the player back to the menu.
- Improved alignment of values in columns on the Scoreboard.
- Addressed an issue causing Weapon Mastery Challenges to not accurately display the progress of previous completions.
- Calling Card unlock criteria will now consistently appear upon hover.
- Resolved an issue preventing certain Emblems from being added to Favorites.
GAMEPLAY
- Decreased obstructive VFX while firing MWII Weapons to align with MWIII standards.
- Removed variance from ADS Idle Sway, allowing a predictable sway pattern.
Our next step toward improving the feeling of aiming across all input devices in Modern Warfare III arrives in Season 3. As previously detailed, aimed down sight idle sway discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.
In today’s update, we’ve removed variance from aimed down sight idle sway, resulting in a predictable and consistent motion curve. This change raises the skill ceiling and rewards players who take the time to master their favorite Weapons.
PROGRESSION
- Added Party Bonus XP, allowing players to earn more XP dependent upon the party size.
- 2 Players: +25% Rank and Weapon XP
- 3 Players: +25% Rank, Weapon, and Battle Pass XP
- 4+ Players: +30% Rank, Weapon, and Battle Pass XP
- Added an Armory Unlock Challenge for the Trebuchet Brake Muzzle Attachment.
MAPS
- Afghan
- Addressed an exploit that allowed players to hide within geo near the Plane.
- Das Haus
- Set factions to Spetsnaz and Rangers, resolving an issue causing missing announcer voicelines.
- Added spawn points in the Storeroom in Team Deathmatch, Domination, and Free for All Modes.
- Meat
- Added spawn points throughout the map in Team Deathmatch, Domination, and Hardpoint Modes.
- Removed specific spawn points near the Loading Dock to prevent spawning in the line of sight of an enemy.
- Quarry
- Addressed an exploit near the Industrial Road that allowed players to exit the playable area.
- Shipment
- Renamed Shipmas to Shipment as it is now the permanent experience.
- Added collision to prevent players from accessing an unintended ledge near the Drug Stash.
- Skidrow
- In Hardpoint, players can no longer contest the Destroyed Apartment hill from an unintended location near the window.
- Sporeyard
- Players can no longer exit the playable area through the roof of the Red Warehouse.
- Tetanus
- Set factions to OpFor and Task Force 141, resolving an issue causing missing announcer voicelines.
- Vista
- Added collision to prevent bullet collision through the staircases near the Marketplace and Tower.
- Operation Tin Man (War)
- Players will no longer be prompted to use a turret occupied by another player.
- Players who join a match in progress can now see the control panels during the first objective phase.
MODES
- Private Match
- While the CDL Rulset is active, team kill penalties will no longer stack.
- Snipers Only (Limited-Time Mode)
- Restricted Killstreaks to UAV, Advanced UAV, and MGB.
- Disabled melee attacks, including Fists.
WEAPONS & ATTACHMENTS
» Assault Rifles «
- RAM-7
- Decreased neck damage multiplier from 1.3x to 1x (-23%).
- Holger 556
- Decreased upper leg, lower leg, and foot damage multipliers from 1x to 0.85x (-15%).
The Holger 556 now requires shots to land above the waist for a 4-shot kill.
- MCW
- Decreased headshot damage multiplier from 1.3x to 1.1x (+15%).
With the MCW, 1 headshot will no longer result in a 4-shot kill.
- DG-56
- Increased sprint to fire time from 178ms to 199ms (+12%).
» Battle Rifles «
- SOA Subverter
- Increased sprint to fire time from 256ms to 268ms (+5%).
- Increased aim down sight time from 270ms to 290ms (+7%).
- BAS-B
- Decreased rate of fire from 667rpm to 600rpm (-10%).
- Decreased recoil center speed by 6%.
- JAK Outlaw-277 Kit
- Decreased sprint to fire time from 252ms to 226ms (-10%).
- Decreased aim down sight time from 300ms to 240ms (-20%).
- Decreased aim down sight rate of fire penalty from 150% to 135%.
- Increased medium damage from 74 to 90 (+22%)
- Increased minimum damage from 70 to 90 (+29%).
The JAK Outlaw-277 Kit is now a maximum of 2-shots to kill to all body locations.
- Sidewinder
- Decreased sprint to fire time from 231ms to 210ms (-9%).
- Increased bullet velocity from 600m/s to 770m/s (+28%).
» Submachine Guns «
- RAM-9
- Decreased sprint to fire time from 178ms to 147ms (-17%).
- AMR9
- Decreased sprint to fire time from 189ms to 136ms (-28%).
- Rival-9
- Increased sprint to fire time from 93ms to 110ms (+18%).
- Decreased near-medium damage from 27 to 25 (-7%).
- Decreased medium damage from 25 to 23 (-8%).
- Decreased lower torso, lower arm, and hand damage multipliers from 1.1x to 1x (-9%).
- HRM-9
- Increased sprint to fire time from 94ms to 110ms (+17%).
- Striker 9
- Increased sprint to fire time from 100ms to 103ms (+3%).
- Striker
- Increased sprint to fire time from 100ms to 110ms (+10%).
- WSP-9
- Increased sprint to fire time from 88ms to 110ms (+25%).
- WSP Swarm
- Increased sprint to fire time from 88ms to 99ms (+13%).
» Shotguns «
- Added Long Haul 50 and Wolfcall 300 Muzzle Attachments to MWIII Shotguns.
» Light Machine Guns «
- TAQ Evolvere
- Increased sprint to fire time from 245ms to 257ms (+5%).
- Increased aim down sight time from 385ms to 415ms (+8%).
- 7.62 Belt Magazines
- Decreased neck damage multiplier from 1.4x to 1.2x (-14%).
- 5.56 Belt Magazines
- Decreased rate of fire from 857rpm to 789rpm (-8%).
- Bruen Mk9
- Decreased aim down sight time from 410ms to 350ms (-15%).
- RAAL MG (MWII)
- Increased sprint to fire time from 199ms to 216ms (+9%).
- Increased aim down sight time from 330ms to 380ms (+15%).
- Increased neck damage multiplier from 1x to 1.3x (+30%).
- Increased upper torso damage multiplier from 1x to 1.2x (+20%).
- Increased leg and foot damage multipliers from 0.9x to 1x (+11%).
» Marksman Rifles «
- MTZ Interceptor
- Increased aim down sight time from 280ms to 300ms (+7%).
- Decreased medium damage from 88 to 83 (-6%).
- Decreased minimum damage from 84 to 77 (-8%).
- Decreased near-medium damage range from 44.5m to 38.1m (-14%).
» Sniper Rifles «
- XRK Stalker
- Increased aim down sight time from 580ms to 600ms (+3%).
- KV Inhibitor
- Increased aim down sight time from 540ms to 580ms (+7%).
- SP-X 80 (MWII)
- Increased sprint to fire time from 270ms to 310ms (+15%).
- Increased aim down sight time from 570ms to 590ms (+4%).
» Handguns «
- TYR
- 12.7x55mm Snake Shot Ammunition
- Increased minimum damage range and bullet termination range from 14.5m to 19.6m (+35%).
- 12.7x55mm Snake Shot Ammunition
- WSP Stinger
- Akimbo WSP Stinger Rear Grip
- Increased rate of fire from 600rpm to 750rpm (+25%).
- Akimbo WSP Stinger Rear Grip
» Attachments «
- Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles.
- Cronen INTLAS MSP-12 Optic
- Laser is no longer visible to enemies at the hip.
- SL Razorhawk Laser Light
- Flashlight is no longer visible to enemies at the hip.
- Laser is no longer visible to enemies at the hip.
- CS15 Scarlet Box Laser
- Laser is no longer visible to enemies.
- Verdant Hook Box Laser
- Laser is no longer visible to enemies at the hip.
- VT-7 Spiritfire Suppressor Muzzle
- Increased sprint to fire speed penalty from 2% to 5%.
- L4R Flash Hider Muzzle
- Decreased horizontal recoil control benefit from 13% to 10%.
- DR-6 Handstop Underbarrel
- Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class.
- Bruen Heavy Support Grip Underbarrel
- Decreased horizontal recoil control benefit from 12% to 8%.
PERKS
- Revised Vest descriptions to clarify the max ammo benefit does not apply to Launchers.
- Quick-Grip Gloves (Gloves)
- Increased weapon swap speed benefit to a minimum of 40%, differing by Weapon.
- Ordnance Gloves (Gloves)
- Added a 20% Equipment, Field Upgrade, and Killstreak use speed benefit.
- Marksman Gloves (Gloves)
- Resolved an issue causing the 15% sway reduction benefit to not apply.
EQUIPMENT
- Stun Grenade (Tactical)
- Decreased victim aim slowness duration to 300ms.
- Removed aim slowness effect on victim’s equipped with Tac Mask (Gear).
- Victim movement and aim slowness now linearly scales down throughout the stun duration.
- Decoy Grenade (Tactical)
- While the Decoy Grenade is active, the player who threw it now gains the effects of Assassin Vest while standing within 20.3m of it.
- Flash Grenade (Tactical)
- Decreased close-range stun duration 4s to 3.5s (-13%).
- Increased medium-range stun duration from 2.35s to 2.75s (+17%).
- Increased far-range stun duration from 0.45s to 1s (+122%).
- Frag Grenade (Lethal)
- Decreased inner explosive damage from 250 to 225 (-10%).
- Decreased intermediate explosive damage from 150 to 130 (-13%).
- Thermite (Lethal)
- Increased incendiary damage tick rate from 2/s to 4/s (+100%).
- Decreased inner incendiary damage from 38 to 25 (-34%).
- Decreased outer incendiary damage from 15 to 10 (-33%).
All changes considered, the incendiary damage output of Thermite is increased by 33%.
- Thermobaric Grenade (Lethal)
- Increased explosive damage radius from 8.6m to 9.5m (+10%).
- Increased inner explosive damage from 90 to 100 (+11%).
- Increased intermediate explosive damage from 80 to 90 (+13%).
- Increased fire damage tick rate from 4/s to 5/s (+25%).
- Drill Charge (Lethal)
- Decreased surface burrowing time from 1.25s to 0.75s (-40%).
- C4 (Lethal)
- Detonation can no longer occur until stuck to a surface for 500ms.
- Increased thrown velocity by 15%.
- Breacher Drone (Lethal)
- Increased drone health from 1 to 55.
- Increased drone velocity by 25%.
FIELD UPGRADES
- Heartbeat Sensor
- Addressed an issue causing battery life to be reset to 100% upon being put away.
- Recon Drone
- Resolved an issue preventing a warning message when flying out of bounds.
KILLSTREAKS
- SAE
- Addressed an issue preventing explosives from damaging players in specific locations.
- Wheelson-HS
- Player will no longer become stuck firing their Weapon if killed while controlling the Wheelson-HS.
- Swarm
- Decreased minimum delay from target acquisition to attack from 500ms to 200ms (-60%).
- Decreased maximum delay from target acquisition to attack from 800ms to 500ms (-38%).
- Increased drone attack velocity by 75%.
- Increased drone attack damage radius to 8.9m.
Note: Swarm balance adjustments went live in an update prior to Season 3.
MWIII RANKED PLAY
MWIII Ranked Play continues in Season 3 with NEW Seasonal Rewards to earn! Up for grabs is the Pro Issue Rival-9 Blueprint, new Divisional Large Weapon Decal rewards, and more! Below are the Season 03 details to keep in mind for returning competitors!
New to MWIII Ranked Play? Check out the Season 1 Reloaded notes for a full breakdown!
GAMEPLAY
- Content Restrictions Update
SR (SKILL RATING) & DIVISIONS
- End of Season Skill Setback
- At the end of each Season, your ending Skill Division will determine where you start the following season:
- Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
- Example: A Player ending Season 1 in Gold III will begin Season 2 in Silver III.
- Players Crimson II and above will start Season 2 in Diamond I.
- Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
- At the end of each Season, your ending Skill Division will determine where you start the following season:
MWIII RANKED PLAY REWARDS
Breakdown: Rewards
- Reminder: Players can earn MWIII Ranked Play rewards in three ways.
- Rank Rewards: Available at launch and can be earned in any Season.
- Players can continue their previous Rank grind in Season 3.
- Season Rewards: Available at the start of a Season and only available in that Season.
- End of Season Rewards: Rewards that are awarded after the Season has ended and represent either your highest attained Division or an active placement in the Top 250 Division.
- Season 3 brings new Seasonal Large Decals to unlock in MWIII Ranked Play!
- Rank Rewards: Available at launch and can be earned in any Season.
- New Season 3 Rewards
- Throughout Season 3, players can earn the following rewards:
- 5 Wins: ‘MWIII Season 3 Competitor’ Weapon Sticker
- 10 Wins: ‘Pro Issue Rival-9’ SMG Weapon Blueprint
- 25 Wins: ‘Absolute Banger’ Weapon Charm
- 50 Wins: ‘Hold This L’ Large Weapon Decal
- 75 Wins: ‘MWIII Ranked Play Season 3’ Loading Screen
- 100 Wins: ‘MWIII Season 3 Ranked Veteran’ Weapon Camo
- Throughout Season 3, players can earn the following rewards:
- New End of Season Rewards
- At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
- Season 3 Division Rewards
- Bronze: ‘MWIII Season 3 Bronze’ Emblem
- Silver: ‘MWIII Season 3 Silver’ Emblem
- Gold: ‘MWIII Season 3 Gold’ Large Weapon Decal and Animated Emblem
- Platinum: ‘MWIII Season 3 Platinum’ Large Weapon Decal and Animated Emblem
- Diamond: ‘MWIII Season 3 Diamond’ Large Weapon Decal and Animated Emblem
- Crimson: ‘MWIII Season 3 Crimson’ Large Weapon Decal and Animated Emblem
- Iridescent: ‘MWIII Season 3 Iridescent’ Large Weapon Decal and Animated Emblem
- Top 250: ‘MWIII Season 3 Top 250’ Large Weapon Decal, Animated Emblem, and Animated Calling Card
- Players must finish in the Top 250 Division to qualify for these rewards.
- Season 3 Division Rewards
- At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
- Seasonal Division Operators
- Earn a Skill Division Operator Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone:
- Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based on your highest Skill Division reached over the course of the Season.
- Top 250: Unlock the ‘Top 250 Competitor’ Operator Skin set by finishing a Season in the Top 250 Skill Division.
- Players must finish in the Top 250 Division to qualify for these rewards.
- Earn a Skill Division Operator Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone:
- Ranked Play First Place
- The player who finishes Season 3 in the #1 position on the Top 250 Leaderboard will receive an animated unique, one-of-a-kind Calling Card and Emblem for ultimate Season 3 bragging rights
ZOMBIES
NEW CONTENT COMING IN-SEASON
A NEW Story Mission, Dark Aether Rift, and set of Schematics are on the horizon. Check out the Call of Duty Blog for more details on what to expect later in Season 3.
GAMEPLAY
- Perk-A-Colas
- Aether Shroud
- Addressed an issue that allowed Aether Shroud visual effects to remain on an Operator in Third Person for longer than intended.
- Acquisitions
- Removed the ability to apply Aether Tools to Vehicle Turrets.
- Note: While players could elect to use the tool on the Vehicle Turret, the damage would not scale properly which would waste the Aether Tool.
- Removed the ability to apply Aether Tools to Vehicle Turrets.
- Aether Shroud
WEAPONS
» Wonder Weapons «
The V-R11
- Addressed an issue that prevented the V-R11 from transforming Warlord Bodyguards into Zombies.
ATTACHMENTS
- JAK Purifier
- Decreased the amount of damage that the JAK Purifier does to Elite and Boss enemy types.
- The JAK Purifier was overperforming with the previous tuning against more difficult enemies.
- With this new tuning, players can still utilize the attachment to manage large groups of lesser enemies in all Threat Zones and use different tactics to engage more difficult foes.
- Decreased the amount of damage that the JAK Purifier does to Elite and Boss enemy types.
CHALLENGES
- Prestige Challenges
- Unlock new Prestige Calling Card Challenges at each level of prestige reached, and select up to five challenges to track, including any from across the game.
UI/UX
- Addressed an issue where the Containment Level would overlap the amount of customization options in the Recruit Operator selection menu.
STABILITY
- Added various crash and stability fixes.
WARZONE
MAPS
RETURNING MAP
» REBIRTH ISLAND «
Brought to you by the talented team at Beenox, the fan-favorite island is finally back! Our philosophy was to maintain what fans loved about Rebirth Island while refining gameplay in select areas. This iteration juxtaposes its storied history while also showing what Makarov and his Konni Group are doing here. Through our new innovations, we wanted to deliver an experience both familiar and evolved.
Points of Interest
- Bioweapons
- Bioweapon research laboratory
- Partly renovated by Konni Group to test modern biological weapons
- Elevated control over tip of island
- Chemical Engineering
- Chemical synthesis facility
- Upgraded by Konni to generate more energy for Industry
- Great balance between short, medium, and long lines of sight
- Smooth transition to Harbor and Industry
- Constant firefights due to proximity to Bioweapons, Harbor and Prison
- Industry
- Former chemical decontamination center
- Converted by Konni to kinetic weapons development
- Shelter from Prison and high ground
- Long interior lines of sight
- Harbor
- New Konni built power plant to smooth transition to Chemical Engineering
- Abandoned amenities between the new power plant Factory
- New short underwater tunnel
- Iconic gondola that leads to Prison roof
- Prison
- Abandoned soviet prison
- Diverse with mess hall, infirmary, offices and showers
- Rooftop vantage over full island
- Water Tower
- Courtyard with ramparts reinforced during Vanguard operations
- Factory
- Formerly used to produce Nova 6
- Retrofitted by Konni to store key equipment and surveil the island
- Access to old tunnels
- Docked Ship
- Headquarters
- Former lieutenant housing
- Lighthouse
- One residence was given the callout alias “Grandma’s house” by Operators
- Control Center
- Perseus’ missile command outpost
- Completed construction prior to the destruction of Verdansk
- Close quarter, dense loot and rooftop power position
- Dock
- Secondary wharf with docked cargo ship
- Chemical waste disposal
- Flooded bunker that used the contain Perseus’ riches
- Living Quarters
- Residences for Konni personnel
- Tents were upgrade to provide better protection
- Hectic combat weaving through the various structures
- Stronghold
- Security checkpoint for Konni personnel
- Reinforced during Vanguard operations
- Communication tower provides vantage point of the surroundings
Infil Strikes In-Season
We sought to evolve classic points of interest without permanently altering iconic areas of Rebirth Island. Infil Strikes are a brand new addition that feature rare dynamic destruction scenarios during infil.
- Lighthouse Disintegration
- As a polarizing tower to snipe from or keep away from danger, we felt this landmark would make for a great target.
- As the tower collapses on Prison it forms a ramp, allowing players to sprint directly to the roof of prison and the structure below the tower.
- Prison Roof Collapse
- Prison being one of the most powerful but also biggest points of interest in the map, this was an obvious target.
- This strike splits the roof in two creating separate engagement areas on top of new navigation opportunities. Players may now access the roof from the middle interior section of the prison.
- Water Tower Wreckage
- Similar to the lighthouse, the water tower is one of the highest positions in the map and also has very limited access points. At the same time, the ground near it lacks cover which resulted in a rough transition.
- This strike splits the tower in half smoothing the transition between Industry and Prison while removing a polarizing position.
MODES
NEW
» WARZONE BOOTCAMP «
Refine your Battle Royale tactics in a new training mode against real players and bots. Game progression is limited in this mode and results will not count against your stats. Drop in, learn the ropes and get ready to take on the world.
This mode supports:
RETURNING
» REBIRTH RESURGENCE «
Get ready to dive into Resurgence just like when it all began!
As long as one of your teammates is still alive, you have a chance to redeploy after a short countdown. But as the match progresses into the late game, it’s game over for those who lose their fights. Looting, completing contracts, moving around, and engaging other players not only helps you survive but also speeds up the countdown for your teammates to come back. There are also some exclusive features in this mode which we’ll talk about in the Gameplay section below.
- This mode supports:
- Vehicles will be enabled for Rebirth Island Resurgence later into Season 3.
PLAYLIST
For information about upcoming Playlists, please check out the dedicated Warzone Trello Board.
GENERAL
- Squad Play Bonus
- This system rewards players with additional Player, Weapon, and Battle Pass experience for playing consecutive matches with squadmates.
- Individual bonuses increase incrementally if players finish a match with at least one of the following conditions met:
- The player has at least one friend in their party
- The player queued with Squad Fill enabled
- The player queued with Stay with Squad enabled at the end of the previous match
- Here is a breakdown of bonus progression for consecutive matches:
- First – 1000
- Second – 1500
- Third – 3000
- Fourth & Above – 5000
- Cinematic & Infil Improvements
- We’ve increased the amount of time players are on screen to improve the overall flow and better showcase player operators.
- Pick 5 Challenges Quality of Life
- Players may now select up to 5 challenges for easier tracking.
GAMEPLAY
NEW
» All Maps | All Modes «
- Buy Station Shuffle
- We have adjusted buy station locations to encourage new combat scenarios and strategies.
- Squad Assemble New Mechanic
- On infil, squads that touch ground within close proximity of one another will be rewarded with additional experience, cash, and an Advanced Supply UAV.
- This is disabled in Ranked, Lockdown and Plunder.
» Urzikstan, Vondel | Battle Royale «
- Climb & Punishment New Gulag Public Event
- Gulag rounds now have a chance to trigger this public event that drops 2 ladders providing an opportunity for both players to leave the arena alive.
- In addition to redeployment, players are rewarded with $3,500 in cash for using this mechanic.
» Rebirth Island | Resurgence «
- Biometrics Scanner
- Biometric scanners are scattered across Rebirth Island.
- Once per match, players who interact with one will receive one of many keycards, each of which provides a unique gameplay benefit when traded in at a Buy Station.
- Bronze Keycard (Very Common):
- Ammo
- Cash
- Armor Plates
- Lethal & Tactical Equipment from your Favorite Loadout
- Silver Keycard (Common):
- Bronze Keycard Content
- Perk Package from your Favorite Loadout
- Gold Keycard (Uncommon):
- Silver Keycard Content
- Random Plate Carrier
- Random Rare Field Upgrade
- Platinum Keycard (Rare):
- Gold Keycard Content
- Random Epic plus Field Upgrade
- Random Killstreak
- Polyatomic Keycard (Very Rare):
- 1 Classified Weapon
- 5 Free Items at Buy Station
- Orion Keycard (Extremely Rare):
- 2 Classified Weapons
- 10 Free Items at Buy Stations
- Bronze Keycard (Very Common):
- Using biometric scanners with a squad member closeby increases the odds of receiving better keycards.
- Smart Displays
- Smart Displays can be found across Rebirth Island both inside and outside of buildings.
- These displays will can provide players with useful information including:
- High Activity Rate – Which POI has a large population of players.
- First Player – Which player first reaches 10/15/25 eliminations.
- Biometric Scanner – Which player has been lucky enough to find a Polyatomic or Orion keycard.
- Spy Drones New Contract
- Eliminate a swarm of drones to receive useful rewards including up to 4 P.R.D.s and an AUAV. This is the perfect contract to get intel and reposition your squad quickly.
- Staged Weapons
- Similar to the previous iteration of Rebirth, we’ve included a series of hand-selected locations across the island that have a chance of spawning high quality weaponry for players to find.
- Squad Rage New Field Upgrade
- Squad Rage applies the exact effects of Battle Rage to all squad members within close proximity.
- Resurgence Champion’s Quest
- Expect the greatest Resurgence challenge conceivable as players must reduce 3 massive Resurgence timers within a very limited amount of time. Unforgiving, this quest will leave no room for mistakes.
- The quest offers unique cosmetic rewards such as:
- Engine Light’s On Weapon Camo
- Material Handler Unique Operator Skin
- Champion Banner Animated Calling Card
- Master Procrastinator Weapon Charm
- Alpha Particles Weapon Sticker
ADJUSTED
» All Maps | All Modes «
- Ground Loot
- Molotovs, Thermites, and EMD grenades have been removed from ground loot.
We’re taking this opportunity to refine the loot experience and ensure that each item has a unique role to play. Those removed from loot will still be accessible in the loadout and we plan to take a further pass at the functional purpose of each item in the future.
- Supply UAV Killstreak Improvements Quality of Life
- Added a new functionality that highlights supply boxes through walls.
- Now only displays legendary and favorite supply boxes to reduce minimap noise.
» Urzikstan | All Modes «
- Heavy Chopper Balance
- C4 Damage to Palfa increased to 45% of vehicle health, up from 25%.
- JOKER Damage increased to 48% of vehicle health, up from 32%.
- Semtex Damage increased to 20% of vehicle health, up from 15%.
- Frag Damage increased to 20% of vehicle health, up from 15%.
- Full Refuel and Repair time increased to 70 seconds, up from 60.
- Max Fuel time decreased to 190, down from 210.
The heavy chopper has been a force to be reckoned with, often over-rewarding those hunkered down within. With the above changes, the pilot now needs more regular and longer refuel sessions. We’re also rewarding expert use of the C4 and JOKER against the vehicle itself.
» Urzikstan | Battle Royale «
- Gulag Loadout Refresh
- Gulag loadouts have been updated.
WEAPONS
NEW WEAPONS
- FJX Horus Submachine Gun
- An ultra-compact SMG with best-in-class CQC damage and mobility.
- Available via Battle Pass Sector 8
- MORS Sniper Rifle
- This single-load railgun delivers a high-damage payload with excellent velocity and penetration.
- Available via Battle Pass Sector 4
- Gladiator Melee Weapon
- A compact, concealable punch knife that was initially used by gamblers and politicians.
- Available via Battle Pass Sector 15
NEW AFTERMARKET PARTS
- JAK Cutthroat (Weekly Challenge Unlock)
- Compatibility: MCW (MWIII), MTZ (MWIII), M4 (MWII) (Assault Rifle), and AMR9 (MWIII) (Submachine Gun) Platforms
- This 3D-printed stock provides an unrivaled combination of speed and stability while aiming down sights.
- JAK Revenger Kit (Weekly Challenge Unlock)
- Compatibility: BP50 (MWIII) (Assault Rifle)
- This conversion kit turns the BP50 into a CQC legend. A 9mm caliber conversion with shortened receiver and high-capacity magazine.
- JAK Jawbreaker (Weekly Challenge Unlock)
- Compatibility: KV Broadside (MWII) (Shotgun)
- Converts this Shotgun into a hard-hitting, automatic Battle Rifle.
- JAK Shadow Titan Kit (Weekly Challenge Unlock)
- Compatibility: Bruen Mk9 (MWIII) (Light Machine Gun)
- Converts the Bruen Mk9 into a compact and integrally suppressed light support weapon chambered in 300 blackout.
GENERAL ADJUSTMENTS
- Decreased obstructive VFX while firing MWII Weapons to align with MWIII standards.
- Removed variance from ADS Idle Sway, allowing a predictable sway pattern.
Our next step toward improving the responsiveness and accuracy of aiming across all input devices in Modern Warfare III arrives in Season 3. As previously detailed, this mechanic discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.
In today’s update, we’ve removed variance from ADS Idle Sway, resulting in a predictable and consistent motion curve. This change raises the skill ceiling and rewards players who take the time to master their favorite Weapons.
WEAPON ADJUSTMENTS
ASSAULT RIFLES
WEAPONADJUSTMENTS
RAM-7
- Max Damage decreased to 32, down from 36.
- Near-Mid Damage decreased to 28, down from 30.
- Max Damage Range decreased to 24.13 meters, down from 26.67.
- Head Modifier decreased to 1.2x, down from 1.3x.
- Neck Modifier decreased to 1x, down from 1.3x.
DG-56
- Increased sprint to fire time to 199ms, up from 178ms.
LACHMANN 556 (MWII)
- Max Damage increased to 28, up from 24.
- Near-Mid Damage increased to 24, up from 21.
- Neck Modifier increased to 1.1x, up from 1.06x.
- Upper Torso Modifier increased to 1.1x, up from 1.06x.
- Arm and Hand modifier increased to 1.1x, up from 1x.
M13C (MWII)
- Max Damage Range increased to 21.59 meters, up from 17.78.
FR AVANCER (MWII)
- Arm and Hand Modifiers increased to 1.12x, up from 1.06x.
TEMPUS RAZORBACK (MWII)
- Max Damage increased to 28, up from 27.
- Arm and Hand Modifiers increased to 1x, up from 0.9x.
BATTLE RIFLES
WEAPONADJUSTMENTS
BAS-B
- Decreased rate of fire to 600rpm, down from 667rpm.
- Decreased recoil center speed by 6%.
- JAK Outlaw-277
- Max Damage decreased to 90, down from 100.
- Near-Mid Damage Range decreased to 25.4 meters, down from 27.94.
- Head Modifier decreased to 1.4x, down from 1.6x.
- Upper Torso and Arms Modifiers decreased to 1.1x, down from 1.3x.
- Decreased sprint to fire time to 226ms, down from 252ms.
- Decreased aim down sight time to 240ms, down from 300ms.
- Decreased aim down sight rate of fire penalty to 135%, down from 150%.
MTZ-762
- Max Damage decreased to 38, down from 40.
- Near-Mid Damage decreased to 35, down from 38.
SOA SUBVERTER
- Max Damage Range decreased to 22.86 meters, down from 25.4.
- Near-Mid Damage Range decreased to 41.91 meters, down from 46.23.
- Increased sprint to fire time to 268ms, up from 256ms.
- Increased aim down sight time to 290ms, up from 270ms.
SIDEWINDER
- Decreased sprint to fire time to 210ms, down from 231ms.
- Increased bullet velocity to 770m/s, up from 600m/s.
SUBMACHINE GUNS
WEAPONADJUSTMENTS
RAM-9
- Max Damage decreased to 27, down from 30.
- Decreased sprint to fire time to 147ms, down from 178ms.
AMR9
- Max Damage decreased to 27, down from 31.
- Min Damage decreased to 22, down from 25.
- Near-Mid Damage decreased to 25, down from 27.
- Max Damage Range decreased to 17.78 meters, down from 22.86.
- Near-Mid Damage Range decreased to 34.29 meters, down from 40.64.
- Decreased sprint to fire time to 136ms, down from 189ms.
RIVAL-9
- Increased sprint to fire time to 110ms, up from 93ms.
HRM-9
- Increased sprint to fire time to 110ms, up from 94ms.
STRIKER
- Increased sprint to fire time to 110ms, up from 100ms.
STRIKER 9
- Max Damage Range increased to 12.19 meters, up from 10.67.
- Increased sprint to fire time to 103ms, up from 100ms.
WSP-9
- Increased sprint to fire time to 110ms, up from 88ms.
WSP SWARM
- Increased sprint to fire time to 99ms, up from 88ms.
MX9 (MWII)
- Near-Mid Damage increased to 28, up from 26.
- Max Damage Range increased to 11.17 meters, up from 9.65.
LACHMANN SUB (MWII)
- Max Damage increased to 28, up from 27.
- Max Damage Range increased to 9.65 meters, up from 8.25.
BAS-P (MWII)
- Max Damage increased to 28, up from 26.
LIGHT MACHINE GUNS
WEAPONADJUSTMENTS
BRUEN MK9
- Min Damage decreased to 24, down from 26.
- Decreased aim down sight time to 350ms, down from 410ms.
TAQ ERADICATOR
- Max Damage increased to 30, up from 28.
TAQ EVOLVERE
- Increased sprint to fire time to 257ms, up from 245ms.
- Increased aim down sight time to 415ms, up from 385ms.
- 5.56 Belt Magazines
- Decreased rate of fire to 789rpm, down from 857rpm.
RAPP H (MWII)
- Upper Torso & Neck Modifier increased 1.1x, up from 1.08x.
- Arm and Hand Modifier increased to 1.1x, up from 0.95x.
HCR 56 (MWII)
- Max Damage Range increased to 33.65 meters, up from 30.73.
- Arm and Hand Modifiers increased to 1.1x, up from 0.99x.
- Leg Modifier increased to 1x, up from 0.95x.
RAAL MG (MWII)
- Increased sprint to fire time to 216ms, up from 199ms.
- Increased aim down sight time to 380ms, up from 330ms.
MARKSMAN RIFLES
WEAPONADJUSTMENTS
TEMPUS TORRENT (MWII)
- Max Damage decreased to 70, down from 74.
SNIPER RIFLES
WEAPONADJUSTMENTS
XRK STALKER
- Increased aim down sight time to 600ms, up from 580ms.
KV INHIBITOR
- Increased aim down sight time to 580ms, up from 540ms.
SP-X 80 (MWII)
- Increased sprint to fire time to 310ms, up from 270ms.
- Increased aim down sight time to 590ms, up from 570ms.
HANDGUNS
WEAPONADJUSTMENTS
RENETTI
- Max Damage Range increased to 12.95 meters, up from 11.68.
WSP STINGER
- Akimbo WSP Stinger Rear Grip
- Increased rate of fire to 750rpm, up from 600rpm.
» ATTACHMENTS «
- Heavy Bolts
- Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles.
- Cronen INTLAS MSP-12 Optic
- Laser is no longer visible to enemies at the hip.
- SL Razorhawk Laser Light
- Flashlight is no longer visible to enemies at the hip.
- Laser is no longer visible to enemies at the hip.
- CS15 Scarlet Box Laser
- Laser is no longer visible to enemies.
- Verdant Hook Box Laser
- Laser is no longer visible to enemies at the hip.
- VT-7 Spiritfire Suppressor Muzzle
- Increased sprint to fire speed penalty to 5%, up from 2%.
- L4R Flash Hider Muzzle
- Decreased horizontal recoil control benefit to 10%, down from 13%.
- DR-6 Handstop Underbarrel
- Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class.
- Bruen Heavy Support Grip Underbarrel
- Decreased horizontal recoil control benefit to 8%, down from 12%.
LOADOUT
ADJUSTMENTS
» Lethal Equipment «
- Semtex
- Damage radius decreased to 5m, down from 6.5m.
- Outer damage increased to 110, up from 105.
- E.O.D. will now prevent the victim from going down when stuck with a Semtex.
Semtex has been a dominant choice for quite some time. With these changes we are looking to provide more opportunities for other grenades to be a fair pick.
- Breacher Drone
- Damage radius increased to 10m, up from 3.5m.
- Outer damage decreased to 75, down from 125.
- Inner damage decreased to 155, down from 175.
- Drone velocity increased to 0.75, up from 0.4.
- Claymore
- Outer damage increased to 125, up from 100.
- Inner damage increased to 250, up from 170.
- Molotov
- Phase 1 burn damage increased to 20, up from 15.
- Phase 2 burn damage increased to 35, up from 25.
- Phase 3 burn damage increased to 40, up from 30.
- Drill Charge
- Burrowed
- Outer damage increased to 77, up from 70.
- Inner damage increased to 155, up from 140.
- Not Burrowed
- Outer damage increased to 77, up from 70.
- Inner damage increased to 155, up from 140.
- Round (Underbarrel)
- Outer damage increased to 77, up from 70.
- Inner damage increased to 155, up from 140.
- Burrowed
- Thermobaric Grenade
- Outer damage increased to 110, up from 75.
- Mid damage increased to 125, up from 80.
- Inner damage increased to 155, up from 90.
- Proximity Mine
- When Triggered by a Player:
- Damage Outer increased to 155, up from 105.
- Damage Inner decreased to 225, down from 275.
- When Triggered by Damage:
- Damage Outer increased to 110, up from 105.
- When Triggered by a Player:
- C4
- Radius increased to 7.8m, up from 6.5m.
- Detonation Delay decreased to 0.05, down from 0.1.
- Damage Inner increased to 275, up from 200.
- Damage Outer increased to155, up from 105.
- Velocity increased to 600, up from 425.
» Tactical Equipment «
- Snapshot Grenade
- Outline duration increased to 5 seconds, up from 1.65.
- Outline radius increased to 15m, up from 9.5m.
- Will now require Line of Sight.
- Snapshots will now persist their outlines if the victim is in smoke.
- Battle Hardened will counter this.
Within the current ecosystem of equipment we want to provide opportunities for counterplay. With Smokes being a dominant item, the Snapshot will now act as a direct counter. With this change we have required that Snapshots have line of sight when they perform the “snap” to reveal enemy players.
- Scatter Mine
- Outer damage decreased to 10, down from 25.
- Inner damage decreased to 15, down from 25.
- The mine will now debuff player movement for 3 seconds when they are hit by a mine.
- Frangible Debuff – Players are unable to sprint, slide, or jump. Movement speed decreased.
» Killstreaks «
- Mosquito Drone
- The attack delay of the active drone increased to 3 seconds, up from 0.5 seconds.
- This provides more time between when the drone sees you, activates (audible sound), and then flies to its attack destination.
- The radius and height that the drone patrols has been slightly increased to perform better and create less issues with geometry below the drone.
- The drones targeting has been widened slightly to provide better coverage within its patrol radius This helps to avoid unintended blind spots..
- The visual for the killstreak on the maps will now be a static circle showcasing the danger/safety areas for the enemy/ally.
- Damage radius increased to 10m, up from 6.3m.
- Outer damage decreased to 175, down from 225.
- Inner damage decreased to 250, down from 300.
- Destroyed damage radius increased to 2.5m, up from 1.3m.
- Destroyed outer and inner damage increased to 110, up from 75.
We have heard feedback both internally and externally that the Mosquito Drone inside of Warzone felt inconsistent and unpredictable at times. With these changes we are creating a clear definition of danger zones. Further we have tuned the timing and damage of the drone to better allow reflexive and predictive movements when targeted by the drone.
- Armor Box
- Reduced the number of armor plates supplied to 4, down from 6.
- Additionally, we have reduced the price of an armor plate in the buy station from $500 to $300.
WARZONE RANKED PLAY: RESURGENCE
Warzone Ranked Play: Resurgence continues in Season 3, with a new location to hone your talents: Rebirth Island! Check out the full patch notes below to get all the details on the updated match rule set for Rebirth Island and NEW Seasonal Rewards, like the Pro Issue WSP Swarm and Divisional Camo Rewards.
New to Rebirth Island? Get all the map details right here.
MATCH RULESET UPDATE
- Map
- Mode
- Player Level Requirement
- Squad Size
- Max Player Count
- Gameplay
- Rebirth Island Map Adjustments
- Infil Strikes: Enabled
- Biometric Scanners: Disabled
- Squad Assembly: Disabled
- Spy Drones Contract: Adjusted to offer a UAV instead of an Advanced UAV as loot.
- Public Event Adjustments
- Public Events in Resurgence Ranked Play occur at the same circle in each match.
- Circle 2: Loadout Drop
- Circle 3: Fire Sale
- Circle 4: Restock
- Public Events in Resurgence Ranked Play occur at the same circle in each match.
- Spawn Protection
- Weapon Adjustments
- Snipers will not down players in one shot in Resurgence Ranked Play.
- The weapon’s maximum damage will be 299.
- Snipers will not down players in one shot in Resurgence Ranked Play.
- Respawn Loadouts
- Loadouts issued to players who are respawning are static, not random.
- Warzone Ranked Play: Resurgence Restrictions
- Weapons
- Melee
- Launchers
- Shotguns
- KV Broadside
- MX Guardian
- Haymaker
- Riveter
- Attachments
- Ammunition
- Snakeshot
- Dragon’s Breath
- Optics
- Underbarrel
- Trigger Action
- Killstreaks
- Perks
- Birdseye
- Perk Packs
- Technician
- Airman
- Plate Carrier
- Vehicles
- All Turreted Ground Vehicles
- All Turreted Aquatic Vehicles
- Weapons
REBIRTH ISLAND UPDATES
- Placement Star Rewards, Placement SR Rewards, Kill & Assist SR, SR Fees, Death Fees, and SR Challenges have been adjusted for the new Max Player Count on Rebirth Island.
SR (SKILL RATING) & DIVISIONS
- Test yourself against your peers and track that progress with a visible SR (Skill Rating) that determines your place across 8 Skill Divisions.
- All new players begin a Warzone Ranked Play: Resurgence Competitive Season in Bronze I with 0 SR.
- Players earn SR based on match performance with SR awarded for Kills, Assists, Kills earned by Squadmates, and outlasting other Squads.
Breakdown: Divisions & Tiers
- Players can progress through eight Skill Divisions by reaching SR milestones:
- Bronze – Starting Division
- Silver – 900 SR
- Gold – 2,100 SR
- Platinum – 3,600 SR
- Diamond – 5,400 SR
- Crimson – 7,500 SR
- Iridescent – 10,000 SR
- Top 250 – 10,000+ SR
- All Divisions except for Iridescent and Top 250 have 3 Tiers – Tier I, Tier II & Tier III. Climb into higher Tiers as you advance your way through each Division.
- Show Off Your Skill: It’s easy to see which Division someone is in in Warzone Ranked Play: Resurgence. Your entire Rank Icon will change color and material depending on your current Skill Division. Your current Tier is also prominently shown in the center of your Rank icon.
Breakdown: Earning SR
- Kills and Assists
- Players gain SR over the course of each match every time they get a Kill or Assist, with Kills and Assists being treated equally to encourage teamwork between Squadmates.
- Players also receive some SR each time a Squadmate kets a Kill, even if they didn’t contribute to the Kill.
- To reward high-stakes Kills and teamwork, SR increases over the course of each match based on the number of Squads left alive.
KILL & ASSIST SR
TEAMS REMAININGSR PER KILL/ASSISTSR PER KILL BY SQUADMATE
8+* TEAMS REMAINING – 5 SR PER KILL/ASSIST and 3 SR PER KILL BY SQUADMATE
7* TEAMS REMAINING – 7 SR PER KILL/ASSIST and 5 SR PER KILL BY SQUADMATE
3 TEAMS REMAINING – 10 SR PER KILL/ASSIST and 7 SR PER KILL BY SQUADMATE
* Updated for Rebirth Island.
- Final Placements
- Players earn SR based on their Final Placement at the end of the match.
- Players will see this SR added throughout the match. Reach Top 10 and you’ll gain 15 SR. Reach Top 7 and you will see another 15 SR for a total of 30 SR.
FINAL PLACEMENT SR REWARDS
FINAL PLACEMENTSR REWARD
Top 10* -15 SR
Top 7*- 30 SR
Top 5- 50 SR
Top 3 -60 SR
Winner- 100 SR
* Updated for Rebirth Island.
- SR Tracker
- Players will be able to see and track SR earned via Kills, Asists, Unassisted Squadmate Kills, and Placements on a visible tracker in-game.
- The SR Tracker will be visible while alive or spectating a Squadmate and will always display your own SR for the current match.
- If your team is eliminated, the SR Tracker will be hidden when spectating an Enemy Squad, and your final earned SR will be shown in the After Action Report.
- Breakdown: Seasonal Challenges
- Seasonal Challenges are a Ranked Play SR system which allow players to complete a finite amount of challenges each Season that reward a large amount of SR.
- These one-time Seasonal SR Challenges are intended to supercharge SR gains at the start of each player’s Warzone Ranked Play: Resurgence Season.
- Players can complete the below challenges once per Season.
SEASONAL SR CHALLENGES
IN-GAME CHALLENGESR REWARD
First Kill or Assist
+100 SR
10 Kills or Assists
+100 SR
25 Kills or Assists
+100 SR
50 Kills or Assists
+100 SR
100 Kills or Assists
+100 SR
Reach Top 7 Squad*
+100 SR
Reach Top 5 Squad
+100 SR
Reach Top 3 Squad
+100 SR
Win a Match
+200 SR
* Updated for Rebirth Island
- Breakdown: Death Fees
- Death Fees are a SR system intended to ensure that every combat scenario feels high-stakes and that each life has meaning in Warzone Ranked Play: Resurgence.
- Death Fees begin at Silver I, increasing in -SR with each Division, and apply with every death.
- Competitors cannot lose more SR than their Deployment Fee which are listed further below.
DEATH FEES
SKILL DIVISION & TIERDEATH FEE
Bronze I-III
0 SR
Silver I-III
-2 SR
Gold I-III
-3 SR
Platinum I-III
-4 SR
Diamond I-III
-5 SR
Crimson I-III
-7 SR*
Iridescent & Top 250
-10 SR
* Updated for Rebirth Island
Breakdown: Deployment Fees
- Deployment Fees are a Ranked Play system that ensure that each division above Silver has increasing performance expectations which must be exceeded to progress.
- Deployment Fees apply at the beginning of each match starting at Silver I, increasing in -SR with each Division, and are deducted from each player’s current SR total.
- Players must earn this amount of SR in the following game if they wish to advance towards the next Skill Division or Tier. Failing to earn back the Deployment Fee will result in players losing SR for the match.
DEPLOYMENT FEE
SKILL DIVISION & TIERDEPLOYMENT FEE
Bronze I-III
0 SR
Silver I
-10 SR
Silver II
-14 SR
Silver III
-18 SR
Gold I
-23 SR
Gold II
-28 SR
Gold III
-33 SR
Platinum I
-39 SR
Platinum II
-45 SR
Platinum III
-51 SR
Diamond I
-60 SR*
Diamond II
-70 SR*
Diamond III
-80 SR*
Crimson I
-90 SR*
Crimson II
-100 SR*
Crimson III
-110 SR*
Iridescent & Top 250
-120 SR to -300 SR*
Deployment Fee increases every 500 SR above 10,000+ SR.*
* Updated for Rebirth Island
Breakdown: End of Season Skill Setback
- At the end of each Season, your ending Skill Division and Skill Division Tier will determine where you start the following season:
- Bronze through Crimson I Players are set back three (3) Tiers below where they finished in the previous season.
- Example: A Player ending Season 3 in Gold III will begin Season 4 in Silver III.
- Players Crimson II and above will start Season 4 in Diamond I.
- The highest starting position each Season is Diamond I.
Top 250 Leaderboard & Division
- The Top 250 Division returns, ranking the top 250 Ranked Play players in the world on an in-game Leaderboard that all players can view starting Day 1 of each season from within the Resurgence Ranked Play lobby.
- Players will qualify for the Top 250 and appear on the Leaderboard as they surpass 10,000+ SR.
- The top 250 players with the highest SR above 10,000 will remain on the board and compete for 1st place over the remainder of the Season.
- Ultimate Bragging Rights: In addition to new Rank and Seasonal Rewards in Warzone Ranked Play: Resurgence, the #1 Ranked Resurgence player will receive a unique, one-of-a-kind Calling Card and Emblem at the end of each Season.
Ranks
Separate from the player’s SR and Skill Division is Rank. Rank persists across Seasons to celebrate the player’s journey across their Ranked Play career.
Breakdown: Ranks
- All new players start at Rank 1 and can progress to Rank 50.
- Players increase their Rank by earning Stars. Each match has the ability to award three (3) Stars dependent on match placement. Earn enough Stars to reach the next Rank.
- Stars awarded by Placement:
RANK PLACEMENT REWARDS
TOP PLACEMENTSTARS AWARDED
Top 7* – 1 Stars awarded
Top 5 – 2 Stars awarded
Finish 1st – 3 Stars awarded
WARZONE RANKED PLAY: RESURGENCE REWARDS
Warzone Ranked Play: Resurgence offers a variety of valuable customization rewards available to players via ranking up and progressing through Skill Divisions.
Breakdown: Rewards
- Players can earn WZ Ranked Play: Resurgence rewards in three ways.
- Rank Rewards: Available at launch and can be earned in any Season.
- Players can continue their previous Rank grind in Season 3.
- Season Rewards: Available at the start of a Season and only available in that Season.
- End of Season Rewards: Rewards that are awarded after the Season has ended and represent either your highest attained Division or an active placement in the Top 250 Division.
- Season 3 brings new Seasonal Weapon Camos to unlock in WZ Ranked Play: Resurgence!
- Rank Rewards: Available at launch and can be earned in any Season.
New Season 3 Rewards
- Throughout Season 3, players can earn the following rewards:
- Placement Challenges
- Finish Top 15 25 Times: ‘Eat. Sleep. Ranked. Repeat’ Large Weapon Decal
- Finish Top 5 25 Times: ‘Pro Issue WSP Swarm’ SMG Weapon Blueprint
- Finish 1st: ‘Straight Fire’ Weapon Charm
- Kill & Assist Challenges
- Get 25 Kills or Assists: ‘WZ Ranked Play Season 3 Competitor’ Weapon Sticker
- Get 100 Kills or Assists: ‘WZ Ranked Play Season 3’ Loading Screen
- Get 500 Kills or Assists: ‘WZ Ranked Play Season 3 Veteran’ Weapon Camo
- Placement Challenges
New End of Season Rewards
- At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
- Season 3 Division Rewards
- Bronze: ‘WZ Season 3 Bronze’ Emblem
- Silver: ‘WZ Season 3 Silver’ Emblem
- Gold: ‘WZ Season 3 Gold’ Weapon Camo and Animated Emblem
- Platinum: ‘WZ Season 3 Platinum’ Weapon Camo and Animated Emblem
- Diamond: ‘WZ Season 3 Diamond’ Weapon Camo and Animated Emblem
- Crimson: ‘WZ Season 3 Crimson’ Weapon Camo and Animated Emblem
- Iridescent: ‘WZ Season 3 Iridescent’ Weapon Camo and Animated Emblem
- Top 250: ‘WZ Season 3 Top 250’ Animated Weapon Camo, Animated Emblem, and Animated Calling Card
- Players must finish in the Top 250 Division to qualify for these rewards.
- Warzone Ranked Play: Resurgence Rewards
- New in Modern Warfare III, Warzone Ranked Play: Resurgence competitors can also earn the Skill Division Operator Skin set for use with both 2024 CDL Male & Female Operators on both Factions.
- Regardless of where you play, MWIII or Resurgence Ranked Play, show off your highest attained Division above Gold.
- Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone.
- Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based on your highest Skill Division reached over the course of the Season.
- Top 250: Unlock the ‘Top 250 Competitor’ Operator Skin set by finishing a Season in the Top 250 Skill Division.
- Players must finish in the Top 250 Division to qualify for these rewards.
- Ranked Play First Place
- The player who finishes Season 3 in the #1 position on the Top 250 Leaderboard will receive an animated unique, one-of-a-kind Calling Card and Emblem for ultimate Season 3 bragging rights.
COMPETITIVE INTEGRITY FEATURES
- Rejoin: Players that unintentionally disconnect from a match will be able to reconnect to the match within 4 minutes.
- In order to uphold the Competitive Integrity of Ranked Play, certain criteria must be met in order to rejoin a match:
- Players must have at least 1 Squad member remaining.
- There must be at least 3 Squads remaining in the match.
- Players can only rejoin the same match once.
- To protect against abuse, players can have their ability to Rejoin temporarily limited if they repeatedly disconnect from matches.
- Callouts:
- When a player disconnects their operator will remain in match and can be eliminated as if they were playing. Players who do not Rejoin during the allotted time will have their operator fully disconnected.
- When a disconnected player is eliminated, their Resurgence timer will countdown as expected but they will only be redeployed once reconnected.
- Players that have been eliminated for over 3 minutes and intentionally disconnect via ‘Leave Match’ will not be presented with the option to Rejoin.
- Players that disconnect while operating a vehicle will be ejected from the driver’s seat.
- In order to uphold the Competitive Integrity of Ranked Play, certain criteria must be met in order to rejoin a match:
- Squad Backout / Match Cancel: If you lose a matchmade teammate before the match begins, your squad will be taken back to the lobby so you don’t start the match shorthanded. If too many squads get backed out before the match begins, we will return everyone to the lobby to find a better match.
- Suspensions & Penalties: Disconnecting from matches early and not rejoining can result in SR Penalties and Matchmaking Suspensions. Repeated disconnects will result in higher SR Penalties and longer Suspensions.
- Note: Players that have been eliminated for over three minutes can disconnect from the match via “Leave Match” without penalties.
- SR Forgiveness: If a matchmade teammate disconnects during a game and does not rejoin, you won’t lose any SR for the match. You’ll still be able to gain SR if you manage to gain more than your Deployment Fee. However, SR Forgiveness does not apply if a party member leaves the match early.
- Demotion Protection: Every time you are promoted to a new Division, you’ll gain 3 games of Demotion Protection where you won’t lose any SR. Once those games have passed, if you happen to lose enough SR where you would normally get demoted, you’ll instead only lose enough SR to reach the Division SR floor (Gold would be 2100 SR for example) to give you one more chance before getting demoted.
- Party SR Restrictions: To ensure competitive fairness and balance of matches in higher Skill Divisions, players in certain Divisions can only party up with players around their current SR. The player with the highest Skill Division in the party determines which Party SR Restrictions are used:
- Bronze – Platinum: Can party up without any restrictions
- Diamond: Can party within 2 Skill Divisions
- Crimson & Iridescent (Including Top 250): Can party with players within 1 Skill Division
ADDITIONAL FEATURES
- Hot Streaks: Win a Ranked Play game to earn Victory Streak Flames that appear behind your Rank Icon in the lobby and in-game. Extend your win streak to progress the flames. Victory Streak Flames expire when you are eliminated or after 72 hours without playing a Ranked Play match. Go on a roll and the competition will know the heat is coming.
- Social Profile: Your Warzone Ranked Play: Resurgence Rank & Division icon will be added to your Social profile anywhere your profile is viewed across Modern Warfare III and Call of Duty: Warzone.
UI/UX
- Operators Filter
- Allows players to filter the Operators in the Operators Screen by Status, Games, and to sort them by Default, Newest First and Alphabetical Order.
- Speakers Test Option in Settings Menu
- Allows players to configure and test their speakers setup in order to optimize their audio experience.
- Cinematic Cutscenes
- Seasonal cinematic cutscenes can now be skipped.
- Firing Range Tac-Stance
- Tac-Stance status is now indicated on the HUD in the Firing Range.
- Mastery Emblem Unlock
- Mastery Emblem unlock requirements are now displayed in the Customization menu.
- Gunsmith Attachment Filters
- Changed filter combination logic from AND to OR.
- Selected filters are now reset after each game session.
- Removed redundant Locked and Unlocked filters.
- Filters button now displays actively engaged filters.
- Clear Team Pings Quality of Life
- Added an option in the Ping Wheel to clear squad pings.
This option will clear all pings from a player’s screen. This means that the player’s own pings will be deleted while squad member pings will be cleared only from the player’s perspective.
- Custom Perk Pack Flow Quality of Life
- When creating a new loadout, if no Custom Perk Packages exist, one will be created with the “starter” perks and equipped.
- If a Custom Perk Package does exist, the new Loadout will use the player’s first Custom Perk Package.
- Hold to Stow Duplicate Items Improvement Quality of Life
- Users can now Hold to Stow items that they already have equipped.
- Improved Ranked Messaging when Kicked Quality of Life
- Added more clarity to Ranked messaging when kicked due to incomplete squad.
- Redeploy Pack and Gulag Token Conversion in Loot Feed Quality of Life
- When Redeploy Packs and Gulag Tokens are converted to money when the gulag closes, that money amount will now appear on the loot feed.
- Prestige Levels Display Quality of Life
- Prestige levels will now show in the Warzone progression menu.
BUG FIXES
- Fixed an issue preventing eliminated players from dropping armor plates if they haven’t looted armor plates.
- Fixed an issue where players that rapidly opened and closed the buystation could not interact with it.
- Fixed an issue where self revive would display both “Swap” and “Hold to Stow” prompts if player had a full inventory and one already equipped.
- Fixed an issue causing the incorrect voice lines to play from a Bunker Buster.
- Fixed an issue causing Redeploy Packs to stay in the player’s backpack after the Gulag closes.
- Fixed an issue causing players to be redirected to Resurgence Ranked Play after completing a Battle Royal match.
- Fixed an issue preventing supply boxes on the Research Vessel from appearing after a player activates a Supply UAV.
- Fixed an issue preventing the “stow” prompt to appear when looting a Plate Carrier.
- Fixed an issue causing the “Toggle Mute” option to be non-functional while in a match.
- Fixed an issue causing the Loadout selection to remain on screen during the infil cinematic.
- Fixed an issue causing “fist” eliminations to incorrectly display on the elimination cam.
- Fixed an issue causing the JAK Purifier audio to be silent when on an ascender or zipline.
- Fixed an issue where players were seeing all Champion’s Quest rewards after any CQ match.
- Fixed an issue causing duplicate splashes to appear when Most Wanted time is reduced after opening crates.