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Warzone Season 4 balance changes: All weapon buffs and nerfs

Warzone Season 4 is here, and below you can check out all Warzone Season 4 weapon balance changes, including all buffs and nerfs.
Warzone Season 4 balance changes: All weapon buffs and nerfs

With every new Warzone season, most gamers have their eyes on all the great content added to the game. 

But highly competitive players know that often the most important news is the big balance changes that come with each new season.

Unlike regular weapon balance changes throughout a season, Warzone developers at Raven Software usually like to use the opportunity with the start of a new season and introduce some broader changes and redesigns, based on data and feedback from the previous season, which will allow for some rarely used and underperforming weapons to find their place in the meta, alongside nerfs or changes for the most dominating guns.

Warzone Season 4 patch notes all weapon buffs and nerfs

And things aren't different in Warzone Season 4, as the developers have drastically changed the way many of the game's guns work and they are going to shake it up further with even more "sweeping balance changes" expected in a future updateThe changes are meant to make even more guns viable and reduce the power of the most dominant weapons. 

There are also a number of attachment changes that are going to force many players to re-investigate the best loadout for their chosen weapon.

Warzone Season 4: All weapon buffs and nerfs

Warzone Season 4 weapon changes buffs and nerfs(Picture: Activision Blizzafrd)

  • Assault Rifles

    • CR-56 AMAX (MW)
      • Upper Torso Damage multiplier decreased from 1.2 to 1.1

      • The real strength of the CR-56 AMAX (MW) layed in its long-range viability and the consistency of its Time to Kill. While we have made several moves to reduce its power level, the third time is in fact, the charm. We love the CR-56 AMAX (MW) and we will likely see it return in the future when the massive balance overhaul takes place. Though for now, we would like to shake up the long-range space and see what rises to the top.
    • Groza (BOCW)
      • Minimum Damage increased from 18 to 23
      • Upper Torso Damage Multiplier increased from 1.1 to 1.2
      • Lower Torso Damage Multiplier increased from 1 to 1.1
      • Maximum Damage range decreased by 12%

      • As a relatively slow-firing, low damage Assault Rifle, it is no surprise that the Groza (BOCW) has underperformed since its preemptive balance adjustment at the beginning of Season Three. This tune up should put it in a solid position in short to mid-range mobility based AR builds.
    • Assault Rifle Golf (MW)
      • Neck Damage Multiplier increased from 1 to 1.5
      • Upper Torso damage multiplier increased from 1 to 1.2

      • We would like to avoid increasing the power level of a Qeapon to a point where we would need to reduce it shortly after in the following balance overhaul. With that being said, the Assault Rifle Golf (MW) may soon see another power increase in the near future, but we think an improvement to its average Time to Kill is a good place to start.
         
    • XM4 (BOCW)
      • Neck Damage Multiplier increased from 1 to 1.5

      • We consider increases to Neck Damage Multipliers a small buff realistically, as they make landing headshots only slightly more likely. We feel the XM4 (BOCW) is close to being in a great spot and we are aiming for this change to get it there.
  • Handguns

    • AMP63 (BOCW)
      • Maximum Damage increased from 30 to 33
      • Second Damage range increased by 14.3%
      • Upper Torso Damage Multiplier increased from 1 to 1.1
      • Extremities Damage Multipliers increased from .9 to 1
      • Head Damage Multiplier decreased from 1.4 to 1.3

      • The AMP63 (BOCW) did not have its fastest Time to Kill improved by these changes. Rather, its TTK breakpoints were shifted around and its Second Damage range was pushed out. A move we felt was necessary to help offset its limited magazine capacity and rate of fire. These changes should provide another compelling Secondary Weapon option alongside the Sykov (MW) to complement non-Overkill loadouts.
  • Melee

    • Ballistic Knife (BOCW)
      • Projectile Velocity increased by 25%
      • Neck Damage Multiplier increased from 1 to 1.3
      • Upper Torso Damage Multiplier increased from 1 to 1.23
      • Move Speed increased by 1.3%

      • The Ballistic Knife will become a desirable selection for melee aficionados following these changes. With additional mobility, improved Projectile Velocity, and more generous locational multipliers—letting someone wielding the Ballistic Knife get too close is a mistake you will only make once… or twice per game. 
  • Shotguns

    • Streetsweeper (BOCW)
      • Maximum Damage range decreased by 24%
      • Second Damage range decreased by 18%
      • Third Damage range decreased by 7%
      • Move Speed decreased by 1%

      • The Streetsweeper (BOCW) has one of the best short-range kill death ratios of any Weapon in Warzone. The issue is with the right Attachments that lethal range could be stretched out further than we would like. The Streetsweeper (BOCW) will still be very deadly, but will now require you to be a few steps closer to your target to maximize its effectiveness.
  • Sniper Rifles

    • Sniper Rifle Charlie (BOCW)
      • Bullet Velocity increased by 7.7%
      • Upper Torso Damage Multiplier increased from 1.1 to 1.25
      • Lower Torso Damage Multiplier increased from 1 to 1.15

      • In a previous patch, the Sniper Rifle Charlie (BOCW) underwent a change to its identity. Now, as a slower firing Sniper Rifle, we feel it is necessary to increase its Damage and Bullet Velocity to compensate more adequately. We will be keeping a close eye on it to ensure it occupies this role successfully.
    • Swiss K31 (BOCW) 
      • Base Optic functionality improved
      • Base Reticle updated

  • Submachine Guns

    • Submachine Gun Alpha (MW)
      • Upper Torso Damage Multiplier increased from 1 to 1.1
      • Maximum Damage range increased by 10%

      • The Submachine Gun Alpha (MW) has a ludicrously fast Time to Kill when landing all headshots within its Maximum Damage range. However, outside of those two conditions, it performed far less reliably than its peers. While we do not expect this change to jettison the Submachine Gun Alpha (MW) to the top of SMG viability, we are positioning it to excel in our upcoming balance overhaul.
    • Bullfrog (BOCW)
      • Ironsights ADS position adjusted

      • These changes should allow for better ADS visibility without optics.
    • KSP 45 (BOCW)
      • Maximum damage range increased by 16.6%
      • Extremities multipliers increased from .9 to 1

      • The KSP 45 (BOCW) has a fast Time to Kill potential. Insomuch that when considering how to increase its effectiveness, we were concerned not to push it too hard, for fear of making it dominant. It is understandable why one would steer clear of a short to mid-range burst-fire Weapon considering how low the margin for error is in that engagement range. However, two well placed bursts with the KSP 45 (BOCW) will put someone out of commission faster than you might expect.
    • Milano 821 (BOCW)
      • Maximum Damage increased from 34 to 36
      • Minimum Damage increased from 25 to 30
      • Maximum Damage range increased by 23%
      • Upper Torso Damage Multiplier increased from 1 to 1.2
      • Lower Torso Damage Multiplier increased from 1 to 1.1
      • Extremities Damage Multipliers increased from .9 to 1

      • The Milano 821 (BOCW) needed a lot of love for it to reach a semi-viable state. We will see how it shapes up over the first half of Season Four and make any necessary changes at that time.
    • Submachine Gun Echo (MW)
      • Maximum Damage increased from 34 to 35
      • Extremities Damage Multipliers increased from .9 to 1

      • Much like its BOCW counterpart, the Submachine Gun Echo (MW) relies heavily on well-placed shots. These changes should make it a tad more forgiving.
  • Tactical Rifles

    • DMR 14 (BOCW)
      • Recoil magnitude decreased

      • Even after its falling out, the DMR 14 (BOCW) is still a respectable choice with the right Attachments. A little bump to help stay on target at a distance should help the DMR 14 (BOCW) hold its own in the face of fierce mid to long-range competition.
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Attachments

  • Barrels

    • Combat Recon (Snipers)

      • Pelington 703 (BOCW)
        • Bullet Velocity increased from 42.5% to 47.5%

      • Sniper Rifle Charlie (BOCW)
        • Bullet Velocity increased from 42.5% to 50%
           
      • Swiss K31 (BOCW)
        • Bullet Velocity increased from 43% to 50%
           
      • LW3 - Tundra (BOCW)
        • Bullet Velocity increased from 42.5% to 44%
           
      • ZRG 20mm (BOCW)
        • Bullet Velocity increased from 42.5% to 43%
           
    • These changes will bring the longest BOCW Sniper barrels much closer to parity with Modern Warfare equivalents.
    • Ranger (Assault Rifles)
      • Now increases Bullet Velocity by 50%
      • Now increases Vertical Recoil Control by 15%
      • Now increases Hip Spread by 20%
         
    • Takedown (Assault Rifles)
      • Now increases Effective Damage Range by 35%
      • Now increases Horizontal Recoil Control by 15%
      • Now increases Hip Spread by 20%
         
    • Reinforced Heavy/Match Grade (Assault Rifles, Light Machine Guns)
      • Now increases Bullet Velocity by 25%
      • Now increases Effective Damage Range by 17.5%
      • Now increases Horizontal Recoil Control by 7.5%
      • Now increases Vertical Recoil Control by 7.5%
      • Now decreases ADS Move Speed by 10%
      • Now decreases Sprint Speed by 2.5%
      • Now decreases ADS Speed by 3%
      • Now increases Hip Spread by 25%
         
    • Task Force/Spetsnaz RPK/CMV Mil-Spec (Assault Rifle, Light Machine Guns)
      • Now increases Bullet Velocity by 50%
      • Now increases Effective Damage Range by 35%
      • Now increases Horizontal Recoil Control by 15%
      • Now increases Vertical Recoil Control by 15%
      • Now decreases ADS Move Speed by 20%
      • Now decreases Sprint Speed by 5%
      • Now decreases ADS Speed by 6%
      • Now increases Hip Spread by 30%
         
    • Recoil Control has long been a detractor to the long-range viability of BOCW Weapons. These changes will help alleviate that and provide a more diverse selection of Weapons in that engagement space. 
       
  • Optics

    • Most BOCW Reticles have been updated.

    • Axial Arms 3x
      • Optic position shifted

    • Royal & Kross 4x
      • Optic position shifted

  • Underbarrels

    • Bruiser Grip (Snipers)
      • Aiming Stability increased from 10% to 19%

For more Call of Duty news, be sure to check out our dedicated section or some of our MW2 Guides & Tutorials below:

Modern Warfare 2 Guides - Jack Links Skin Unlock All Operators Check Server Status Get Twitch Drops Post-Credit Scene Explained Unlock Gold Camo Get Burger Town Operator MGB Nuke Unlock Every Weapon All KillstreaksSafe Code Locations | Check KD Ratio | XP Farm Trick | Chopper Gun Glitch | Weapon Tuning | Change Name Color | Hardcore Tier 1 Mode Turn Off Crossplay | Steam Deck | Raid: Atomgrad | How To Play "Support A Team" | Unlock Orion Camo | Aim Assist Settings

Modern Warfare 2 Fixes & Issues- Best NVIDIA GeForce Drivers Dev Error 6036 MW2 Missing Items Unlimited Tactical Sprint Bug Stuck On Installing Bug Display Name Not Allowed Bug | Gold Camo Not Unlocking | Voice Chat Not Working| Display FPS Counter

Best Modern Warfare 2 Loadouts -  Best Weapon Tier List | M4 Loadout PDSW 528 Loadout | TAQ-V Loadout | M4 Loadout | Fennec 45 | No Recoil M4 Loadout | SA-B 50 Loadout | Kastov-74U Loadout