- Primary Subject: Black Ops 7 Season 3 Patch Notes
- Key Update: Season 3 of Black Ops 7 and Warzone will start soon, and the developers have shared the respective patch notes.
- Status: Confirmed
- Last Verified: March 31, 2026
- Quick Answer: The Season 3 patch for Black Ops 7 adjusts weapons like the Razor 9mm and Dravec 45, and brings several fixes for errors in the different Zombies maps.
Season 3 of Black Ops 7 and Warzone is just around the corner, meaning a new update is coming. The patch will add the new content, but it's also set to implement a good amount of changes, fixes, and more.
While we wait for the patch to drop, here is a summary with all the relevant information from the patch notes, so you can get up to speed and find out what's changing.
When Does Black Ops 7 and Warzone Season 3 Start?
Season 3 of Black Ops 7 and Warzone is scheduled to begin on Thursday, April 2. The patch will go live at 9:00 AM PT (5:00 PM BST) across all regions and platforms.

The preload for PC players is now available through the Battle.net launcher, with the size being around 40 GB. Console players can preload the update just a few hours before its release.
Patch Notes
Excluding everything announced in the roadmap and previous marketing posts, here are the patch notes for the Season 3 update, where you can see all the changes and adjustments to the game's systems, weapons, and more:
Global
UI
- File Management UI
- Streamlined the layout of the “Manage Files” screen on console to display a single tab per game, listing all content in one place for easier navigation and a clearer overview of installed packages.
Motion Sickness Reduction Preset
- Renamed the “Motion Reduction Preset” to better reflect its purpose.
- Updated the preset to include the Dot Grid overlay (Standard, 60% opacity, Regular), a setting shown to help reduce motion sickness symptoms for some players.
- Additional related settings can be adjusted for further customization.
Multiplayer
Maps
- Sake
- Addressed some collision issues.
- Addressed certain instances of graphical corruption.
- Den
- Addressed some collision issues.
Modes
- Overload
- Round time will now pause when either team has possession of the Overload device.
- Time To Beat overtime rules enabled by default.
- If the second round ends in a draw, the round will now end and enter Overtime rounds instead of Sudden Death.
- The first team to deliver the Overload device and score in the first Overtime round will set the time to beat and the round will end.
- In the second Overtime round, the other team must be the first to score within the time set in the first round to win.
- If the team that scored in the first Overtime round scores again in the second Overtime round, that team wins and the match will end.
- Safeguard
- If the robot is successfully escorted to the goal in the first round, the time limit in the second round will be adjusted to the time to beat.
- Increased round time limit to 5 minutes.
General Playlists Updates
- Season 03 Moshpit (NEW)
- Moshpit of 6v6 respawn modes on Beacon, Plaza, and Gridlock, as well as Face Off modes on Abyss.
Weapons
Assault Rifle
- M15 Mod 0
- Maximum Damage Range increased from 0 - 21m to 0 - 22.9m
- Aim Down Sight Time improved from 270ms to 260ms.
- Now has 1.03x Neck and Upper Torso multipliers.
- MXR-17
- Maximum Damage Range reduced from 33 to 32
- Now has a 1.1x Neck and Upper Torso multiplier. (Does not apply to ANVL Conversion)
- Final (slowest) Fire Rate improved from 333RPM to 400RPM.
- The number of bullets it takes to reach final Fire Rate increased from 18 to 25.
- Time it takes for Fire Rate to fully reset to its starting value improved from 370ms to 240ms.
- X9 Maverick
- Bolt Carrier Group (Rapid Fire)
- Now also improves Burst Fire Delay by 6%.
- Damage Range reduction increased from 10% to 20%.
- Muzzle Velocity reduction increased from 10% to 20%.
- Recoil penalties increased.
- Bolt Carrier Group (Rapid Fire)
- DS20 Mirage
- Aim Down Sight Time improved from 280ms to 270ms.
- Peacekeeper MK1
- Horizontal Recoil reduced.
SMGs
- Kogot-7
- 13.5" Canis-05 Barrel (Long Barrel)
- Reduced Damage Range improvement from 28% to 23%.
- VAS Drift Lock Foregrip (Recoil Control Foregrip)
- Reduced Horizontal Recoil Control improvement from 30% to 24%.
- Vitalize Handstop (Steady Sway Handstop)
- Reduced Horizontal Recoil Control improvement from 20% to 17%.
- EAM Steady-90 Grip (Mobile Recoil Foregrip)
- Reduced Horizontal Recoil Control improvement from 20% to 15%.
- EMT3 Vulpine Grip (Stabilization Grip)
- Reduced Horizontal Recoil Control improvement from 8% to 6%.
- Balter Control Grip (Accuracy Grip)
- Reduced Vertical Recoil Control improvement from 8% to 6%.
- Reduced First Shot Recoil Control Improvement 60% to 55%.
- EMT3 Radix Stock (Control Stock)
- Reduced Vertical and Horizontal Recoil Control improvements from 15% to 10%.
- 3mW Motion Strike Laser (Stable Range Laser)
- Reduced Recoil Stabilization improvement by 5%.
- Buffer Spring (Recoil Springs)
- Reduced Vertical and Horizontal Recoil Control improvements from 10% to 6%.
- 13.5" Canis-05 Barrel (Long Barrel)
- Ryden 45K
- Maximum Damage Range increased from 0 - 10.4m to 0 - 12.4m
- Medium Damage Range 1 increased from 10.5 - 17m to 12.5 - 18m
- Aim Down Sight Time improved from 200ms to 195ms.
- Sprint to Fire Time improved from 140ms to 130ms.
- Tactical Sprint to Fire Time improved from 260ms to 250ms.
- Slide to Fire Time improved from 340ms to 330ms.
- Dive to Fire Time improved from 420ms to 410ms.
- Reduced harshness of horizontal recoil.
- RK-9
- Maximum Damage Range increased from 0 - 9.1m to 0 - 9.7m
- Medium Damage Range 1 increased from 9.2 - 20.1m to 9.8 - 22.2m
- Medium Damage Range 2 increased from 20.2 - 26.7m to 22.3 - 30.5m
- Aim Down Sight Time improved from 200ms to 190ms.
- Slide to Fire Time improved from 320ms to 310ms.
- Dive to Fire Time improved from 400ms to 390ms.
- Razor 9mm
- Maximum Damage Range increased from 0 - 12.1m to 0 - 13.3m
- Medium Damage Range 1 damage increased from 17 to 18
- Medium Damage Range 1 range increased from 12.2 - 18.3m to 13.4 - 20.3m
- Medium Damage Range 2 increased from 13 to 14
- Minimum Damage Range increased from 11 to 12
- Aim Down Sight Time improved from 220ms to 210ms.
- Sprint to Fire Time improved from 160ms to 150ms.
- Tactical Sprint to Fire Time improved from 280ms to 270ms.
- Slide to Fire Time improved from 360ms to 350ms.
- Dive to Fire Time improved from 440ms to 430ms.
- Reduced View Kick strength.
- Reduced Gun Kick strength.
- Razor 9mm Widlfire Conversion
- Maximum Damage Range damage increase from 15 to 16
- Maximum Damage Range range increased from 0 - 12.1m to 0 - 13.3m
- Medium Damage Range 1 damage increased from 13 to 14
- Medium Damage Range 1 range increased from 12.2 - 18.3m to 13.4 - 20.3m
- Medium Damage Range 2 increased from 18.4 - 30.5m to 20.4 - 30.5m
- Now improves Hip Spread while sprinting by 15%.
- Dravec 45
- Medium Damage Range 1 reduced from 11.5 - 19.7m to 11.5 - 17.8m
- Increased horizontal recoil.
- Carbon 57
- Maximum Damage Range damage increased from 23 to 24
- Maximum Damage Range range increased from 0 - 14m to 0 - 15m
- Medium Damage Range 1 increased from 14.1 - 24.1m to 15.1 - 25.4m
- Aim Down Sight Time improved from 245ms to 240ms.
- Sprint to Fire Time improved from 180ms to 170ms.
- Tactical Sprint to Fire Time improved from 300ms to 290ms.
- Slide to Fire Time improved from 380ms to 370ms.
- Dive to Fire Time improved from 460ms to 450ms.
- MPC-25
- Maximum Damage Range increased from 0 - 9.1m to 0 - 10.2m
- Medium Damage Range 1 increased from 9.2 - 13.5m to 10.3 - 15.2m
- MPC-25 + 8.6" MFS Stratus-X Barrel
- Maximum Damage Range increased from 0 - 13.2m to 0 - 15.7m
- Medium Damage Range 1 increased from 13.3 - 18.3m to 15.8 - 20.8m
- Medium Damage Range 2 increased from 18.4 - 32.3m to 20.9 - 33.8m
Shotguns
- SG-12
- Decreased Fire Rate.
- Now has slightly more Tactical Stance Spread.
- M10 Breacher
- Minimum Damage Range increased from 16.6 - 30.5m to 16.6 - 32.5m
- Echo 12
- Medium Damage Range 2 increased from 12.8 - 22.9m to 12.8 - 25.4m
- Minimum Damage Range increased from 23 - 35.6m to 25.5 - 38.1m
- Reduced detonation delay after bounce from 200ms to 150ms.
- Explosion inner radius increased from 40 to 55.
- Explosion middle radius increased from 80 to 95.
- Akita
- Medium Damage Range 2 increased from 5.2 - 10.2m to 5.2 - 11.4m
- Minimum Damage Range increased from 10.3 - 22.9m to 11.5 - 24.1m
LMGs
- Sokol 545
- Default fire mode now has a 1.1x Torso Multiplier (does not apply to faster alt fire or MFS 48-Dread Burst Mod Prestige Attachment).
- Firing ADS Movement Speed penalty reduced from 20% to 17.5%.
- MK.78
- Firing ADS Movement Speed penalty reduced from 30% to 25%.
Marksman Rifles
- Swordfish AI
- Maximum Damage Range reduced from 35 to 31
- Minimum Damage Range reduced from 30 to 27
- Headshot multiplier improved from 1.1x to 1.3x.
- Now has 1.2x Neck and Upper Torso multipliers.
- Aim Down Sight Time increased from 330ms to 340ms.
- Sprint To Fire Time increased from 230ms to 240ms.
- Tactical Sprint to Fire Time increased from 360ms to 370ms.
- Slide to Fire Time increased from 430ms to 440ms.
- Dive to Fire Time increased from 510ms to 520ms
- MFS Penta Burst Mod (Prestige Attachment)
- Vertical and Horizontal Recoil penalties increased from 30% to 35%.
- Modus-R Underbarrel (Mobile Recoil Foregrip)
- Slightly reduced Sprinting Movement Speed improvement.
- Adept Skiff Stock (Mobility Stock)
- Reduced Movement Speed improvement by 0.1m/s.
- Reduced Crouch Movement Speed improvement by 0.2m/s.
- Slightly reduced Sprinting Movement Speed improvement.
- Bosun Light Stock (ADS Movement Stock)
- Reduced ADS Movement Speed improvement by 0.1m/s.
- Q-Stubb Stock (Mobile Flinch Stock)
- Reduced ADS Movement Speed improvement by 0.1m/s.
- Bolt Carrier Group (Rapid Fire)
- Damage Range penalty increased from 8% to 20%.
- Muzzle Velocity penalty increased from 8% to 20%.
- Vertical and Horizontal Recoil penalties increased from 20% to 30%.
- M8A1
- Bolt Carrier Group (Rapid Fire)
- Now also improves Burst Fire Delay by 6%.
- Damage Range penalty increased from 10% to 20%.
- Muzzle Velocity penalty increased from 10% to 20%.
- Bolt Carrier Group (Rapid Fire)
- M34 Novaline
- Fire Rate within the burst improved from 600RPM to 750RPM.
- Bolt Carrier Group (Rapid Fire)
- Fire Rate improvement within the burst increased from 10% to 20%.
- Damage Range penalty increased from 10% to 25%.
- Muzzle Velocity penalty increased from 10% to 30%.
Launchers
- A.R.C. M1
- ADS Movement Speed improvement increased by 0.5m/s.
- Charge Time reduced from 0.5s to 0.45s.
Field Upgrades
- Black Hat
- Addressed an issue where Tacticals would be unusable if the player used a manually-controlled Needle Drone while using the Black Hat.
- Morphine Injector
- Addressed an issue where falling into water while in a Last Stand state would cause players to pull out an unusable knife.
Scorestreaks
- Rhino
- Addressed an issue where the Rhino would be destroyed upon landing if it landed on a Care Package.
UI
- “Time To Beat” is now reflected in Safeguard UI after the first round.
Zombies
Maps
- Paradox Junction
- Gameplay
- Addressed multiple issues that caused players to become stuck in the environment after time-traveling.
- Addressed an issue that caused the player to be in an unplayable space after traveling to a different time period.
- Addressed an issue that prevented pings from clearing when traveling between time periods.
- Addressed an issue that prevented interaction with the Temporal Conduit and Der Wunderfizz after players in the match have Exfiled.
- Addressed an issue that caused the player to die from a grenade if they started cooking the grenade and ended up in a locked area after time traveling.
- Addressed an issue that prevented players from being able to mantle fences and wood railings.
- Closed an exploit that prevented zombies from attacking the player if they interact with the ARC-XD remote and mantle the area it is leaning on in Trinity Ave.
- Addressed an issue that caused the player's weapon to appear during the jump scare.
- Quests
- Addressed an issue that caused the mannequin to be interactable from the floor above in the Yellow House.
- Addressed an issue that caused a voice line from the Wonder Weapon Quest by the Twins to play when reloading a save.
- Addressed an issue that caused the flask to no longer be filled after reloading a save.
- Addressed an issue that caused the wrong text to show in the Tac Map when pinging the Wonder Weapon Bench.
- Addressed a rare issue that prevented the Tortured Zombie from appearing in the fire tornado.
- Addressed an issue that caused the Tortured Zombie to be active during Exfil.
- Addressed an issue that caused the blue light from the charged Wonder Weapon Workbench to leak through the roof of the vehicle.
- Addressed an issue that caused players to swap to their Melee weapon after placing the Blundergat in the Wonder Weapon Workbench.
- Addressed an issue that caused a delay in the garage door being destroyed by the ARC-XD during the Main Quest.
- Addressed an issue that caused shadows to flicker on the vehicle with the Wonder Weapon Workbench after completing most of the games during the Main Quest.
- Addressed an issue that prevented the sapling for the Main Quest to appear after loading a save.
- Players are no longer required to progress a round after the Twins Swing Set vignette to use the Temporal Conduit.
- Players will now have a small amount of time before zombies start attacking them after picking up the Chalk item during the Main Quest.
- Players will not be attacked by zombies while the piano is playing music during the Main Quest.
- Players are no longer required to progress a round if they back out from the piano during the Main Quest.
- Addressed an issue that allowed players to stand on top of the Toy Box in its closed state during the Main Quest.
- Addressed an issue that caused players to be in first person view during the Hopscotch game when exiting Disciple Injection on the game start orb.
- Addressed an issue that allowed T.E.D.D. Tasks to be started while playing the Hopscotch game during the Main Quest.
- Addressed an issue that caused the chalk drawings from the Main Quest for the games to no longer appear on the ground after reloading a save.
- Addressed an issue that caused the materials for the unique Loot Cyst to revert back to its initial location after loading a save.
- Decreased the health value for the High Value Targets that spawn from feeding the unique Loot Cyst.
- Addressed an issue that caused the Lost Key to respawn on the ground and not be in the player's inventory after loading a save.
- Addressed an issue that caused the Lost Key to have the wrong image in the loot card.
- Addressed an issue that caused invisible collision, visual, and sound effects from an Easter Egg mannequin to appear after several rounds after using the Temporal Conduit.
- Addressed an issue that caused voice lines to repeat for every bullet pellet impacting the mannequin in Past Nuketown.
- Addressed an issue that prevented the NX Ravager from being able to destroy the mannequin to obtain rewards.
- Addressed an issue that prevented golf balls from moving when shot by the Ballistic Knife.
- Boss Fight
- Addressed an issue that caused mounting points to still appear on the bus despite it no longer being present during the Boss Fight.
- Addressed an issue that caused the collision from the Temporal Conduit to be present during the Boss Fight.
- Addressed an issue that caused certain Easter Eggs to no longer be completable when players continue to play on the map after the Boss Fight.
- Addressed an issue that caused the Temporal Conduit to not be available until a Special Round if the player continues to play on the map after the Boss Fight.
- Addressed an issue that caused the Mystery Box to no longer be visible (but active) after completing the Boss Fight and continuing to play on the map.
- Addressed an issue that prevented the icon for Exfil from appearing after completing the Boss Fight and continuing to play on the map.
- Pack-a-Punch
- Addressed an issue that caused the Pack-a-Punch Quest objectives to stay active while Exfil is active.
- Addressed an issue that caused the Pack-a-Punch ping from the Tac-Map to appear under the map before completing the Pack-a-Punch Quest.
- Addressed a rare issue that caused zombies to fall out of the playspace when coming out of the Space-Time Knots during the Pack-a-Punch Quest.
- Addressed an issue that caused the text for the Sundergat to read "Blundergat" when upgrading the weapon at the Pack-a-Punch Machine.
- Wonder Weapon
- Addressed an issue that prevented the shells of the Blundergat from appearing when reloading after using a Field Upgrade.
- Loot Cysts
- Kills from the wisp for Wisp Tea Perk-a-Cola will now feed souls to the Loot Cysts.
- Kills from headless Zombies from headshot kills will now feed souls to the Loot Cysts.
- Audio
- Lowered the sound effect volume for the damage phase transition during the Dark Heart Boss Fight in Paradox Junction.
- Adjusted the music during round transitions in Paradox Junction.
- Adjusted the game start stinger so it doesn't sound like the game fail stinger during the Main Quest.
- Accessibility
- Added rumble feedback to supplement Wonder Weapon Part audio hints.
- Added controller rumble when interacting with the Temporal Conduit.
- General
- Addressed numerous minor visual issues.
- Addressed multiple collision issues.
- Gameplay
- Astra Malorum
- Addressed an issue that caused the visual effects of the LGM-1 to stick on the player's other weapon when swapping.
- Addressed an issue that caused a player doing the Nikolai Side Quest to be permanently slowed when traveling to Mars for the first time during the Main Quest.
- Addressed an issue that prevented the Mega Death Machine from being consumed after using all of its ammo.
- Addressed multiple collision issues.
- Ashes of the Damned
- Improved visibility of the symbols for the Wonder Weapon Quest on previous-gen platforms.
- Addressed an issue that allowed placing an ARC-XD under a car in Exit 115 to create a safe spot for the item.
- Addressed an issue with Disciple Injection removing the effects from holding the Skeleton Keys during the Seal of Sorrow step during the Main Quest.
- Addressed an issue that prevented the notification for picking up T.E.D.D.'s Head from appearing.
- Addressed an issue with the Main Quest zombies no longer being stunned by the lightning if Klaus knocks them down.
- Addressed an issue that allowed players to start Exfil and the Serum Trial step at the same time.
- Addressed an issue that caused the Mystery Box to clip into the environment when switching locations.
- Addressed an issue that prevented players from dropping Tactical Equipment from a T.E.D.D. Tasks reward chest if they were holding the Remote Control for Klaus.
Modes
- Cursed
- Addressed an issue with the Seed Relic Trial giving players the Lockshot Support Item.
- Addressed an issue with Golden Armor not restoring after the player respawns from dying in the Zursa Attack Easter Egg.
- Addressed a rare issue with the Samantha's Drawing Relic unintentionally swapping out a Wonder Weapon if two are being held by the player.
- Addressed an issue with the Samantha's Drawing Relic and Ol' Reliable Augment from Mule Kick allowing players to hold more than 3 weapons.
- Addressed an issue that caused the Lightning Rod to be stuck in the air instead of being removed during the Gong Relic Trial.
- Survival
- Addressed an issue that caused the player to be attacked and killed by zombies after completing the Exfil in Exit 115.
- Dead Ops Arcade 4
- Features
- Slayer Mart
- Added a new Fate upgrade for Fortune: Glitter Bomb. When a player uses a Nuke or Boost from their inventory, a random gem will spawn at the player’s location.
- Slayer Mart
- Bug Fixes
- Addressed an animation issue when holding the Ray Gun.
- Addressed an issue where players could be killed when picking up the first-person card during the Papa cutscene.
- Addressed an issue where the score could obscure the player’s name when using the largest text size setting.
- Addressed an issue where gems could be easily knocked out of map boundaries.
- Addressed an issue where some players were unable to enter Dead Ops Arcade mode.
- Addressed an issue where the egg could be destroyed by players.
- Addressed an issue where Treasure Chests in Hardcore mode were not spawning extra gold bars as intended.
- Addressed an issue where combining Fury Output and Dead Operator resulted in Firepower dealing 248 damage instead of the intended 260 damage.
- Addressed an issue where the 5-minute Jet Gun did not expire after player death.
- Updated the cooldown of Fate of the Divine Chalice from 30 seconds to 40 seconds.
- Addressed an issue where enemies affected by the Coat of Arms item remained coated for approximately 60 seconds instead of the intended 20 seconds.
- Addressed an issue where the aura would disappear when jumping to the exit door while using Mutant Transformation.
- Addressed an issue where the game would not save and quit when a timeout occurred from the pause menu in Solo matches.
- Addressed an issue where the three Nukes at the waterfall would respawn when loading a saved game.
- Addressed an issue where Hellhound fire damage was only applied to the player who killed the Hellhound.
- Addressed an issue where downed players could block enemies, causing them to become stuck in doorways.
- Addressed multiple script errors to improve overall game stability.
- UI
- Improved player HUD visibility in Co-op.
- Features
Weapons
- A.R.C. M1
- Clip size increased to 36.
- Number of shots increased before overheating.
- Addressed an issue that prevented the A.R.C. M1 from being able to fire from the hip after the weapon has been upgraded to Tier IV at the Pack-a-Punch machine.
- Ammo Cache
- Disabled the ability to interact with the Ammo Cache when the player's weapon has full ammunition.
Perk-a-Colas
- Mule Kick
- Addressed an issue that caused the Free Throw Augment to not work with Stim Shot and C4.
- Elemental Pop
- Addressed an issue that removed the Ammo Mod from the Jager 45 after the other weapon triggered Elemental Pop.
- Death Perception
- Addressed an issue that caused the range to be increased with High Contrast Mode enabled.
- PhD Flopper
- Addressed an issue with PhD Slider visual effects floating in the air while combat rolling.
FIeld Upgrades
- Energy Mine
- Addressed an issue that caused Energy Mine kills to progress any critical kills challenges.
- Aether Shroud
- Addressed an issue that caused the clone from the Afterimage Augment to block Ray Gun projectiles.
- Addressed an issue that would sometimes prevent players from using the Burst Dash Augment when standing in a corner.
- Mister Peeks
- Addressed a rare issue with Mister Peeks taking a Power-Up with him while attacking zombies.
Support
- Increased the Sentry Turret lifespan from 120 to 150 seconds.
- Addressed an issue that caused the Hand Cannon to have 3 bullets in its reserve only in Directed Mode. Now, all 10 bullets should be in the magazine.
- Addressed an issue that caused HKDs Score Events to appear as "Vehicle Kill."
Enemies
- Rad-Hound
- Death Explosions from Rad-Hounds no longer cause knockdown on Armored Zombies.
- Addressed a rare issue that caused the Rad-Hound to walk to the player instead of running.
- Addressed a camera issue that could occur while petting a Rad-Hound.
- Shock Mimic
- Addressed an issue that prevented the Shock Mimic from targeting the nearest player.
- Addressed an issue that caused the Shock Mimic to be stuck in a stun animation when being hit by the Electric Trap.
- O.S.C.A.R
- Addressed an issue that caused O.S.C.A.R. to stay permanently hostile if damaged by Urticant and Ankle Shredder Augments for Toxic Growth.
- Uber Klaus and Klaus Core
- Reduced the amount of health on the Tesla Coil.
- Reduction to Shield Damage Mitigation.
Challenges
- Removed Prop Hunt Medal from the Medal Collection in the Stats menu since it cannot be earned.
- Addressed an issue that caused the Hypergolic Medal to not be earned when Augments were equipped with Shatter Blast Field Upgrade.
- Adjusted the text in "The Bomba" Calling Card to include the map name, Paradox Junction.
- Addressed an issue with Elite kills not counting toward the “Mysticism” Calling Card.
UI
- Updated the loot item icon for all Wonder Weapons to be colored.
- Addressed an issue that caused the text to read as "Weapon" instead of "Weapon Blueprint" for the Paradox Junction Quest Rewards.
- Addressed an issue that caused the Toggle Enable PAP Camo Setting to no longer work after reloading a save.
Audio
- Addressed an issue with various voiceover lines not playing.
- Addressed an issue that could cause Female Operators to have a Male voice during death scenes.
Stability
- Addressed various stability issues.
Endgame
Loadout Updates
- Loadouts will be assigned to each Operator. Each Operator will have their own weapons and field acquisitions and equipment. This change provides more customization options, as players can now find and equip a unique Exotic Weapon for every Operator and craft builds that are unique for each fighter.
- Reset Combat Rating: Players may optionally reset an Operator's Combat Rating to 0 if they want to start fresh with a new Operator Build. This will not affect the Operator's Loadout, as Weapons, Equipment, and rarity are preserved. Note that resetting the Combat Rating will also discard Exotic and Nightmare skills.
- Reset Skill Track: Once you’ve fully progressed an Operator’s Combat Rating by unlocking all Power Upgrades and Skills, you may choose to reset one of your Skill Tracks. Resetting a Skill Track removes all associated Skills and reduces the Operator’s Combat Rating by 16 to reflect the lost power.
- Restore Tokens: With a Restore token in your inventory you can choose to activate the consumable item to restore all lost progress, including your Operator’s Skills and current loadout. Earn this through Operation Poison Pill, though there might be other opportunities to acquire this during the Season.
Updated Loss Rules
- If a player or squad is wiped, the total Combat Rating lost from earned Skills and Power Upgrades is capped at 15 CR. This means players can lose no more than 15 CR of progression per wipe. Nightmare Skills and Exotic Skills are still fully lost, and the player’s Loadout is reset. Because these Skills contribute to total Combat Rating, their removal will also reduce CR accordingly.
Exotic Weapons
- Two new Exotic Weapons added:
- Collateral: Full-auto assault rifle enhanced with ricochet rounds for widespread lethality. Affinity for Incendiary Rounds.
- Continuum: Bolt-action sniper rifle modified for aggression and potency. Affinity for Graviton Rounds.
Bugs and Stability
- Addressed an issue where certain Camos were not being applied to weapons in Endgame.
- Addressed an issue where the Wraith Wing VTOL could be destroyed easily near the edge of the map.
- Addressed an issue where some enemies could enter the Ballistic Shell.
- Addressed an issue where ladders underwater could sometimes send players out of bounds.
- Various stability and performance fixes.
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