Call of Duty Black Ops 4 - Catch All

Played some with the oppressor last night. It essentially causes screen shake for players when you shoot near them, throwing off accuracy. It’s really hard to tell on your end if it’s making a measurable difference at all in comparison to how well you’d do with normal attachments. It seemed to be more effective for newer/more non skilled opponents while everyone else shrugged it off. Not worth the 3 pick points IMO - I’m sticking with attachments for the Titan.

WizardM0de wrote:

Played some with the oppressor last night. It essentially causes screen shake for players when you shoot near them, throwing off accuracy. It’s really hard to tell on your end if it’s making a measurable difference at all in comparison to how well you’d do with normal attachments. It seemed to be more effective for newer/more non skilled opponents while everyone else shrugged it off. Not worth the 3 pick points IMO - I’m sticking with attachments for the Titan.

After playing with it more this morning I gotta agree with you. But the operator attachment for the Hades (cross bar) is pretty awesome if you're like me and suck at aiming down sights. It basically gives you an advanced hip fire that works quite well from medium range. Feels like Zarya in Overwatch.

mindset.threat wrote:
WizardM0de wrote:

Played some with the oppressor last night. It essentially causes screen shake for players when you shoot near them, throwing off accuracy. It’s really hard to tell on your end if it’s making a measurable difference at all in comparison to how well you’d do with normal attachments. It seemed to be more effective for newer/more non skilled opponents while everyone else shrugged it off. Not worth the 3 pick points IMO - I’m sticking with attachments for the Titan.

After playing with it more this morning I gotta agree with you. But the operator attachment for the Hades (cross bar) is pretty awesome if you're like me and suck at aiming down sights. It basically gives you an advanced hip fire that works quite well from medium range. Feels like Zarya in Overwatch.

Sounds good - Hades is up next. I’m unlocking all the camos as I go. Just a few more before gold on the Titan.

TLDR: 6-7 of in game days to reach max tier rank. Next week they should be introducing rank skip reward challenges to help speed that up.

FYI

After their patch on Wednesday i've been having crashing and loading issues. I already had the latest Nvidia driver from 10/11, but apparently there was a Nvidia Experience patch that i did not have. Since that updated most of my issues went away.

Over on Xbox I had my first full crash completely out of the game since launch week after the last update, it happened while I was loading into a multiplayer game.

So there's a bug where when you unlock the 8th class spot with prestige it doesn't matter what you put in there it will show the 1st one.

Could not get a good format for the paste. You can see much easier here.

https://www.reddit.com/r/Blackops4/c...

Multiplayer

Playlist Updates
Featured Playlists
“Gun Game” playlist added to Featured Playlist (no parties allowed).
“Mercenary Deathmatch Moshpit” playlist added to the Featured Category (TDM and Kill Confirmed, no parties allowed).
“Chaos Domination” playlist to Featured Category (3-second captures, 150-point rounds, 6v6).
Hardcore TDM / Hardcore Kill Confirmed
Player count increased to 6v6.
2 Specialist limit per team.
Assault Rifles
We’re dialing back some previous buffs to Assault Rifles to help close the gap in effectiveness between ARs and SMGs, allowing SMGs to be more effective at firing on the move.
Slight reduction to ADS move speed for all Assault Rifles.
Slight reduction to ADS-in transition speed for all Assault Rifles.
ICR-7
Reduced headshot damage.
Slight reduction to reload speed.
VAPR-XKG
Reduced close-range headshot damage.
Damage now falls off sooner.
High Caliber: Reduced headshot multiplier, eliminating the possibility of a 3-hit kill.
Submachine Guns
Mobility is the primary strength of SMGs, speeding across the map to engage or disengage quickly. Some of the close-range SMGs were performing quite well, while others struggled to compete with the rest of the category. This week’s balancing pass levels the playing field between SMGs.
MX9
Extended all damage ranges.
High Caliber: Reduced headshot multiplier, eliminating the possibility of a 4-hit kill.
Cordite
Extended all damage ranges.
Belt-Feed Operator Mod: Increased overheat rate.
GKS
Quad Shot Operator Mod: Slight time increase in between bursts.
Saug 9mm
Dual Wield Operator Mod: Reduced hip-fire accuracy.
Tactical Rifles
We’ve buffed the ABR to be more competitive with the other Tactical Rifles, while stepping down its Operator Mod to keep it from becoming a crutch Attachment. The Swordfish received some Attachment adjustments, as well.
ABR 223
Extended maximum damage range.
Repeater Operator Mod: Now takes longer to accelerate fire rate.
Stock: Slight reduction in movement speed bonus.
Laser Sight & Laser Sight II: Improved hip-fire accuracy.
Swordfish
High Caliber: Reduced headshot multiplier, eliminating the possibility of a 3-hit kill.
Penta Burst Operator Mod: Reduced extra granted clip-size.
Sniper Rifles
The other Sniper Rifles needed help to fight King Paladin. We’re giving these rifles reduced idle sway and upping their damage to help finish off wounded targets more consistently.
Removed turn sway when aiming down sights on all Sniper Rifles to better ensure the weapon reticle stays centered when turning.
Paladin HB50
High Caliber II: Hitting the lower torso on a full Tak-5-boosted enemy will no longer be a 1-hit kill.
FMJ II: Improved damage against Scorestreaks.
Stabilizer II: Player can now hold breath sooner after the previous hold breath.
Outlaw
Improved base damage from 110 to 130.
Reduced idle sway.
Increased base movement speed.
Stock: Slight increase in ADS movement speed bonus.
SDM
Increased clip size from 10 to 12.
Reduced idle sway.
Koshka
Improved Damage from 120 to 140.
Stock: Slight increase in ADS movement speed bonus.
Light Machine Guns
Some in the community have discovered that the Titan and VKM 750 are extremely effective weapons! We’re toning them down before everyone jumps on the bandwagon. While they’ll still be scary to face off against, players will now have a more reasonable chance to defend themselves against these LMGs.
Titan
Reduced headshot damage.
Reduced hip-fire accuracy.
Stock: Reduced ADS movement speed bonus.
VKM 750
Reduced movement speed while firing.
Reduced damage slightly.
Fat Barrel Operator Mod: Reduced bullet tracer size.
Hades
Cross Bar Operator Mod: Reduced movement speed and accuracy.
Steady Grip: Improved recoil mitigation.
Pistols
Slight reduction to ADS-in transition speed for all Pistols.
RK 7 Garrison
Slight increase to the time between bursts.
Slight reduction to reload speed.
Shotguns
This weapon class is close to where we want it, with only a couple of specific Attachments performing better than intended. Shotguns in Black Ops 4 play a different role than in past Call of Duty titles, and those who have practiced cat-and-mouse gameplay can be highly effective with them.
MOG 12
Choked Barrel: 1-hit-kill range reduced.
Dragon’s Breath Operator Mod: Resolved an issue where the Dragon’s Breath occasionally triggered incorrect visual and sound FX on targets.
SG12
Strobe Light Operator Mod: Addressed an issue with the Strobe Light where it would remain on after death.
Live update coming soon to reduce the range at which the Strobe Light interferes with enemy aim.
Attachments (All Weapons)
Grip II
Reduced ADS flinch mitigation.
Suppressor
Reduced damage falloff ranges.
Holographic Sight Optic
Reduced ADS recoil.
Dual Zoom Optic
Reduced ADS recoil.
Recon Optic
Reduced ADS recoil.
ELO Optic
Slightly increased ADS recoil.
Specialists
Ajax
We’re providing more strategic options to counteract Ballistic Shield, and to help ensure the Shield isn’t activated too often in the same game.
Explosives now apply partial damage to the front of a deployed Ballistic Shield user.
Ballistic Shield now takes longer to earn.
Nomad
We want to encourage Nomad to work more closely with his K9-Unit to maximize effectiveness.
Reduced K9-Unit health by 10%.
Crash
While we’re happy that our Support Specialist is so popular, he was a bit too effective as a Scorestreak farmer.
Reduced “Teammate Used Pack” score event from +50 to +25.
Firebreak
Purifier has been restored to its former glory.
Increased Purifier flame damage to be a guaranteed eventual kill against a player who doesn’t have Tactical Mask equipped.
Recon
Intelligence wins wars, and Recon is living proof. We have intelligence that Recon’s intelligence is too good, so we’re re-classifying some of his sources.
Reduced Sensor Dart duration.
Resolved an issue where voiceover would incorrectly state that the player’s Sensor Dart was destroyed.
Torque
Many in the community have embraced Torque with inventive playstyles, though he’s still struggling on a broader scale. We bolstered the effectiveness of his Barricade to ensure he stays relevant in team compositions.
Increased earn rate for Barricade.
Increased hit points for Barricade.
Addressed an issue that prevented TAACOM from telling the player that their Barricade was taking damage.
Prophet
Prophet’s Tempest needed an upgrade to stand a chance of competing with the rest of the Specialists.
Greatly increased Tempest projectile speed.
Slightly increased Tempest chain distance.
Resolved an issue where being hit by an explosive charge would disable the Tempest charge, preventing further arcing.
Spawns
Team Deathmatch
Tuned spawn logic around how enemies impact where the game chooses to respawn the player.
Spawn adjustments made for Slums, Summit, Militia, and Firing Range.
Domination
Spawn adjustments made for Icebreaker, Contraband, Hacienda, Payload, Gridlock, Slums, Summit, Militia, Jungle, and Firing Range.
Hardpoint
Tuned spawn logic tuning around how the active Hardpoint affects nearby spawns. This should provide more predictable spawns when battling over an active Hardpoint.
Additional global spawn adjustments to improve the ability for a player to anchor a location for their team’s respawns relative to an active Hardpoint.
Spawn adjustments made for Frequency and Seaside.
Free For All
Spawn adjustments made for Slums, Summit, Militia, and Firing Range.
Control
Spawn adjustments made for Slums, Summit, Militia, and Firing Range.
Gear
Stim Shot
Increased time to fully heal the player.
Armor
Resolved an issue where Armor protected from more damage than intended when hitting areas of the body that have damage multipliers, such as the head or upper chest. This primarily affects weapons with chest modifiers, such as Sniper Rifles or weapons with High Caliber II.
Acoustic Sensor
Reduced the range at which sprinting enemies are detected.
Perks
Dead Silence
Reduced player movement volume and distance that players equipped with Dead Silence can be heard by enemies. The intention for Dead Silence is not to be completely silent, but also not to allow enemies to hear your movement from longer distances.
Engineer
Extraction helicopter in Heist will no longer be highlighted by the Engineer Perk.
Scorestreaks
Mantis
Resolved an issue where the Mantis could be destroyed by touching the Out-Of-Bounds area of a map.
Dart
Increased explosion radius and damage.
Players can now use a second Dart when earning two Dart Scorestreaks.
Strike Team
Prevented Strike Team kills from contributing towards owner's kills without dying medals.
Gameplay
Reduced ranges required for Longshot Medals for Assault Rifles, Tactical Rifles, Submachine guns, and Light Machine Guns.
Resolved an issue where the “Hard Stop” Challenge could reset before reaching 300.
Resolved an issue where the “Marksman Mastery” Challenge would not give 10,000 XP upon completion.
Resolved an issue where destroying friendly Scorestreaks would award score.
Players can no longer crouch or go prone while performing a Gesture.
Game Modes
Increased XP earn rate in Heist.
Increased amount of XP earned per kill in Free For All.
Resolved an issue where Hardcore wins were not counted toward Challenges.
Resolved an issue in Free For All where Recon players could receive Vision Pulse assist score.
Silent Plant option in Custom Games should now make planting and defusing bombs completely silent.
Maps
Icebreaker
Adjusted cover pieces to discourage players from spawn-camping.
Added cover to the lower respawn side.
Slums
Adjusted cover pieces to discourage players from spawn-camping.
Miscellaneous
Several map fixes to address exploits that allowed players to leave the intended play space.
Theater
Theater files recorded before this update will no longer be viewable due to significant architectural changes to the system. As noted in our previous major update, we will make every effort to keep instances of incompatibility to a minimum.
Added a watermark in the HUD that only displays when in Theater mode.
Why this change? We often see players posting videos recorded from Theater as a demonstration of “poor hit detection” or other issues that appear to be incorrect. While Theater represents what happened in a match in a general sense, it does not reflect with 100% accuracy all of the details as they were experienced live. Live recorded gameplay footage is the more accurate method for reporting behavior in the game that is not performing as expected. With this change, we can better identify Theater clips when reviewing community videos and therefore filter them out for the more accurate live recorded clips.
Audio
Resolved issues that caused footsteps to sound muffled when they shouldn’t be.

Blackout

Playlists
100-Player Solos added to Featured playlist.
Maximum player count set to 88 for Duos and Quads.
Audio
Tweaked settings to ensure friendly teammates’ footsteps are now quieter than enemy footsteps.
Adjusted footsteps for all Armor types in first-person and third-person to give better directionality and distance information.
Resolved an issue that occasionally caused footsteps to be silent.
Resolved issues that caused footsteps to become muffled when they shouldn’t be.
Armor
Armor now allows more damage to pass through to areas of the body that have damage multipliers, such as the head or upper chest. For example, headshots now do more damage against Level 3 Armor.
Character Missions
Unlocked remaining Specialist Character Missions (Battery, Firebreak, Nomad, Prophet, Ruin, Seraph)
“Item Found” Notifications
To tag an item for your teammate, approach the Item and select the bottom center command on your Command Wheel. This will display the Item in text on your team’s HUD and highlight the item in the world for your team.
Increased the brightness of Items when a teammate tags them as “Item Found” via the Command Wheel.
Increased duration that Items tagged using “Item Found” are displayed in the world to your team.
Calling Cards and Challenges
Resolved an issue where completing Dark Ops Challenges would not unlock their associated Calling Card.
Resolved an issue where certain Challenges rewarded the same Calling Card.
UI
Resolved an issue where the Altimeter could disappear during Infiltration.
Resolved an issue where incorrect Inventory items could be shown while spectating another player.
Miscellaneous
Resolved an issue that allowed players to shoot through certain rocks.
Improved visual quality of the grass.
Resolved an issue where the After Action Report would show double damage when in Squads.
Resolved an issue where Echelon Ranking wasn’t showing properly at Max Rank.

Zombies

Gameplay
Increased XP earn rate for Hardcore and Realistic difficulties.
Blood of the Dead
Addressed an issue where the New Industries portal ghost remained visible from the start of the step.
Fixed lever animation on the Power House ghoul in the Main Easter Egg Quest.
IX
Resolved an issue where players could be tossed outside the intended play space of the Boss Battle Arena.
Resolved an issue where earning Mule Kick could take away all player weapons and money.
Miscellaneous
Resolved an issue preventing players from applying their Clan Tag or using the Kill Counter after weapon Prestige.
Resolved an issue where the SG12 lost all attachments when Pack-A-Punched.
Fixed multiple exploit spots in the maps.
Fixed several stability issues associated with entering and exiting the Alchemy Lab at specific times.
Earning additional Perks will now be displayed on the player’s HUD.
Resolved issues with Prestige Master not functioning correctly.
Resolved several issues with Custom Mutation options not working correctly.
Resolved an issue where the wrong Camo could be displayed on a weapon.
Resolved an issue where players were not getting revived when the DG-5 Power Plant ability had been enabled.
Resolved several instances of Anywhere But Here not working when activated on a moving platform, like the gondola in Blood of the Dead.
Fixed an exploit where players could keep their Special Weapon out indefinitely.

General

Social
Players can now invite players who are online, but not in the game, to their in-game party.
Miscellaneous
Resolved an issue where particular weapon Camos would overlap weapon Optics.
Resolved multiple issues with Paintjobs not showing up in-game.
Resolved an issue where your Gun Rack would show up when inspecting other players.
Resolved an issue where Emblems for other players would appear in lower resolution than expected in the Social menu.
General stability fixes and performance improvements across Multiplayer, Blackout, and Zombies.

Akimbo Saugs get a hipfire nerf.

PSA: On Xbox I have a 12.3GB download happening...

"I find the Paladin to be both fair and balanced." <-- Said by no one with a mouse other than Treyarch.

Game now crashes on launch for many AMD users, me included.

Glad they managed to shove microtransactions in the game though. Well done Treyarch.

Speaking of MTX.

You can get free 500 CoD points by installing their app

Android

Apple

You can also get additional points by completing squad challenges.

However even after logging in with my battle.net account it's only showing WWII game stats.

Done with LMGs - woot! Now onto SMGs - Saug went real gold real quick, MX9 is a different story...loses close-range to Saug and Spitfire while losing medium range to ARs.

That said, I realized this AM that I’ve been doing it all wrong! Turns out that even if you have Quickdraw on, if you don’t also run with the Gung Ho perk your ADS animation is slowed to match your sprint-out time. Quickdraw is a waste without Gung Ho, especially for aggressive/SMG play. If you’re not running Gung Ho on a build, don’t waste a slot on Quickdraw unless you intend on playing slower/longer-range (watch those corners).

Also note the tidbit at the end: if you run this combo, always break sprint with ADS immediately followed by shots rather than prefiring into ADS, as you start shooting immediately by doing so.

Cross-posted from the PS4 thread:

Going to be playing some PS4 Black Ops 4 Blackout tonight around 8PM Pacific. The Blackout mode is super fun with with a group of four and if anyone wanted to hop on, I'd love to team up.

Might pick this up, how's the goodger pc population?

6 people playing regularly and about another 4-6 that pops in and out occasionally

Just picked it up:

Producto#1206 - add me!

Highlighted some PC only changes.

We’ve made the following updates to the game (Global):

Blackout

Performance

Resolved an issue that caused hitching when playing in Quads on Xbox One.

Multiplayer

Miscellaneous

Added a message to the Defeat screen to clarify that losses are not (and have not been) counted when losing a game that was joined in progress.

Resolved an issue in Gun Game where the end-of-match screen would display “Top 3” even if the player was not in the Top 3.

Players who unlock the Marksman Mastery Challenge will now receive the XP Reward.

Create-a-Class

Resolved an exploit where Create-a-Class changes in Custom Games could be carried over into Public Matches.

General

Miscellaneous

Added UI elements to help players find new items in their inventory.

Added new playlist images in the Lobby for various Hardcore game modes.

Resolved an issue where the game’s version number could overlap with the player name on various menu screens.

Resolved a UI error message that occurred when Black Ops Pass owners skipped the prompt to redeem their bonus.

We’ve also made the following updates to the game on PC:

Multiplayer

Saug 9mm

The Dual Wield Saug 9mm was extremely popular on PC, and needed further tweaks in addition to its hip-fire accuracy reduction in the weapon balancing update earlier this week.

Dual Wield Operator Mod

Further increased the hip-fire spread.

Lowered the maximum damage falloff distance.

Koshka

The Koshka was sitting at the bottom of the sniper leaderboard in terms of performance on PC, so we’re giving it an edge to help it be competitive against the Paladin and Outlaw. With this change, each bolt-action sniper rifle now has a different one-shot kill zone.

Moved one-shot kill zone from “head only” to “head and upper chest”.

High Caliber

Now grants a one-shot kill from the chest-up.

MOG-12

While this weapon was already balanced differently for PC, we felt the Barrel Choke attachment still performed a bit too well outside of its intended range.

Barrel Choke

Reduced one-hit kill range.

Menus

Zombies

Resolved an issue causing UI elements to overlap in the Zombies menu.

Create-a-Class

Resolved a visual issue that caused icons to duplicate when attempting to navigate the Create-A-Class menu with "Q" and "E".

I got to stop trying to get the Seraph skin. It's really killing my leaderboard results lmao.

So, this was me last night that caused a guaranteed 1st turned into a 2nd (and flash bangs were not involved).

The GKS is such a puny gun relative to other SMGs and ARs that I’ve resorted to Hardcore to earn the camos. I’ve also discovered just how quickly things can snowball in HC when your team a) gives up early score streaks and b) doesn’t bring launchers on most kits. When that other team locks down the map, gets vision and starts daisy-chaining score streaks, it’s a 30-point deficit minimum.

Given many don’t bring launchers for some reason, Torque is also super-effective in HC.

WizardM0de wrote:

The GKS is such a puny gun relative to other SMGs and ARs that I’ve resorted to Hardcore to earn the camos. I’ve also discovered just how quickly things can snowball in HC when your team a) gives up early score streaks and b) doesn’t bring launchers on most kits. When that other team locks down the map, gets vision and starts daisy-chaining score streaks, it’s a 30-point deficit minimum.

Given many don’t bring launchers for some reason, Torque is also super-effective in HC.

If you have absolutely horrendous aim (like me!) the GKS actually feels pretty good. In contrast the spitfire SMG makes me feel like I'm shooting lefthanded and blind

mindset.threat wrote:
WizardM0de wrote:

The GKS is such a puny gun relative to other SMGs and ARs that I’ve resorted to Hardcore to earn the camos. I’ve also discovered just how quickly things can snowball in HC when your team a) gives up early score streaks and b) doesn’t bring launchers on most kits. When that other team locks down the map, gets vision and starts daisy-chaining score streaks, it’s a 30-point deficit minimum.

Given many don’t bring launchers for some reason, Torque is also super-effective in HC.

If you have absolutely horrendous aim (like me!) the GKS actually feels pretty good. In contrast the spitfire SMG makes me feel like I'm shooting lefthanded and blind :)

Good point, I’m finding the gun to be plenty accurate, especially with the 2 grips it offers, but it still seemingly takes 4-5 headshots to do the job in a gunfight. You can go longer barrel 1 & 2 for more range instead, but you easily lose out to ARs at that range. I’m going to (work very hard to) finish up gold and likely won’t ever use it again.

kazar wrote:

So, this was me last night that caused a guaranteed 1st turned into a 2nd (and flash bangs were not involved).

Actually twice.

One time because I went for firebreak and failed and then the last one on you. "Ooooo piece of Candy"