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【voyeur young hairy couples sex video】All weapon buffs and nerfs in Warzone & Black Ops 6 Season 3 Reloaded

Source:Global Perspective Monitoring Editor:synthesize Time:2025-07-03 10:49:46

The Season 3 Reloaded update brings plenty of weapon buffs and nerfs to Black Ops 6 and Warzone, which look set to completely change the meta going forward.

After a rocky few months, Season 3 brought some much-needed life back into Call of Duty. The return of Verdansk worked wonders for the player count, and classic guns like the Kilo 141 and HDR were welcome additions in both BR and multiplayer.

But that was only the beginning, and the mid-season update is here to mix things up once again. So, here is every weapon buff and nerf in Black Ops 6 and Warzone Season 3 Reloaded.

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All buffs and nerfs in BO6 & Warzone Season 3 Reloaded

Warzone

warzone operators in season 3Activision

AK-74

  • Headshot multiplier reduced from 1.2x to 1.12x
  • Lower Torso multiplier reduced from 0.95x to 0.9x
  • Sprint to Fire speed slowed from 190ms to 215ms
  • Aim Down Sight speed slowed from 270ms to 285ms
  • Aim Down Sight move speed reduced from 3.2m/s to 3m/s

CR-56 AMAX

  • Reload Speed Increased by 15% to align with other Black Ops 6 ARs
  • Flip Mag adjusted from 25 rounds to 30 rounds

Kilo 141

  • Reload Speed Increased by 15% to align with other Black Ops 6 ARs

BAL-27

Damage RangePre-patchPost-patch

Additional Adjustments

  • Visual Recoil Reduced

Holger 556

Damage RangePre-patchPost-patch

Additional Adjustments

  • Bullet Velocity increased from 720m/s to 810m/s
  • Sprint to Fire speed improved from 252ms to 200ms
  • Headshot multiplier decreased from 1.3x to 1.14x
  • Lower Torso multiplier decreased from 0.96x to 0.85x
  • Visual Recoil Reduced

Attachments

  • 40 Round Mag increased to 50 rounds

M4

Damage RangePre-patchPost-patch

Additional Adjustments

  • Bullet Velocity increased from 720m/s to 820m/s
  • Upper Torso multiplier decreased from 1.1x to 0.95x
  • Visual Recoil Reduced

TAQ-56

Damage RangePre-patchPost-patch

Additional Adjustments

  • Bullet Velocity increased from 720m/s to 800m/s
  • Visual Recoil Reduced

SMGs

C9

  • 10mm Auto 30-Round Mag
    • Vertical Recoil penalty reduced from 40% to 20%.

Saug

Drop Time improved from 0.5s to 0.3s.

The Drop Time (the time it takes for the weapon go off screen when switching to another) was longer on the Saug than intended. This has been fixed to align with the other SMGs.

HRM-9

Damage RangePre-patchPost-patch

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Lower Torso multiplier decreased from 1x to 0.85x

WSP-9

Damage RangePre-patchPost-patch

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Sprint to Fire speed slowed from 66ms to 120ms
  • Headshot multiplier decreased from 1.3x to 1.13x
  • Upper Torso multiplier decreased from 1.1x to 1x
  • Lower Torso multiplier decreased from 1x to 0.95x
  • Visual Recoil Reduced

MX9

Damage RangePre-patchPost-patch

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Bullet Velocity increased from 300m/s to 530m/s
  • Sprint to Fire speed slowed from 88ms to 110ms
  • Upper Torso multiplier decreased from 1.1x to 1x
  • Lower Torso multiplier decreased from 0.94x to 0.9x
  • Visual Recoil Reduced

Attachments

  • Extended Mag rounds increased from 45 to 50

PDSW 528

Damage RangePre-patchPost-patch

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Bullet Velocity decreased from 680m/s to 570m/s
  • Aim Down Sight speed improved from 240ms to 210ms
  • Headshot multiplier increased from 1.2x to 1.27x
  • Lower Torso multiplier decreased from 1x to 0.95x
  • Visual Recoil Reduced

Shotguns

ASG-89

Rapid Fire

  • Rate of Fire improvement increased from 3% to 5%

Marine SP

Damage RangePre-patchPost-patch

Additional Adjustments

  • Each Damage Value is per Pellet

Attachments

  • 12 Gauge Slugs
    • Headshot multiplier increased from 1.2x to 1.6x

Lockwood 680

Damage RangePre-patchPost-patch

Additional Adjustments

  • Each Damage Value is per Pellet

LMGs

General

All Black Ops 6 Belt Fed Mag Attachments have their max ammo reduced from 500 to 210

Feng 82

  • Fast Mag I
    • Now reduces Pre-Fire Delay to 19ms (25% reduction).

PU-21

  • Fast Mag I
    • Now reduces Pre-Fire Delay to 10ms (50% reduction).
  • Fast Mag II
    • Now removes Pre-Fire Delay (100% reduction).

XMG

  • Fast Mag I
    • Now reduces Pre-Fire Delay to 25ms (25% reduction).
  • Fast Mag II
    • Now reduces Pre-Fire Delay to 17ms (50% reduction).

Pulemyot 762

Damage RangePre-patchPost-patch

Additional Adjustments

  • Headshot multiplier increased from 1.12x to 1.19x
  • Upper and Lower Torso multipliers decreased from 1.1x to 1x
  • Visual Recoil Reduced

TAQ Eradicator

Damage RangePre-patchPost-patch

Additional Adjustments

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  • Aim Down Sight speed slowed from 330ms to 400ms
  • Headshot multiplier decreased from 1.2x to 1.19x
  • Lower Torso multiplier decreased from 1.1x to 1x
  • Visual Recoil Reduced

RAAL MG

Damage RangePre-patchPost-patch

Additional Adjustments

  • Headshot multiplier decreased from 1.3x to 1.18x
  • Lower Torso multiplier increased from 0.95x to 1x
  • Visual Recoil Reduced

Sakin MG38

Damage RangePre-patchPost-patch

Additional Adjustments

  • Headshot multiplier decreased from 1.4x to 1.14x
  • Upper Torso multiplier decreased from 1.15x to 1x
  • Lower Torso multiplier decreased from 1.05x to 1x
  • Visual Recoil Reduced

Marksman Rifles

General

All non bolt action Marksman Rifles in MWII, MWIII and BO6 will now use AR ammo instead of sniper ammo.

AEK-973

Damage RangePre-patchPost-patch

Additional Adjustments

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  • Bullet Velocity decreased from 900m/s to 860m/s
  • Headshot multiplier increased from 1.1x to 1.2x
  • Lower Torso multiplier decreased from 1x to 0.9x

Attachments

  • Rapid Fire
    • Maximum Damage increased from 25 to 45
    • Minimum Damage increased from 20 to 40
    • Rate of Fire increased from 5% to 10%
    • Damage Range penalty decreased from 35% to 25%
    • Bullet Velocity penalty decreased from 20% to 10%

DM-10

Damage RangePre-patchPost-patch

Additional Adjustments

  • Bullet Velocity increased from 890m/s to 920m/s
  • Aim Down Sight speed improved from 350ms to 330ms
  • Inflicted Flinch to enemies increased
  • Received Flinch from enemies decreased

SWAT 5.56

Damage RangePre-patchPost-patch

Additional Adjustments

  • Bullet Velocity increased from 870m/s to 910m/s

Attachments

  • Rapid Fire
    • Damage Range penalty decreased from 30% to 15%
    • Bullet Velocity penalty decreased from 18% to 10%

TR2

Damage RangePre-patchPost-patch

This balancing adjustment makes it so the TR2 has best in-class velocity and no damage falloff. It becomes a very easy to use weapon that will be a great sniper counter at longer range. We will monitor how this change goes and adjust accordingly.

Additional Adjustments

  • Bullet Velocity increased from 880m/s to 1020m/s
  • Lower Torso multiplier increased from 0.9x to 1x
  • Headshot multiplier increased from 1.2x to 1.27x
  • Inflicted Flinch to enemies increased
  • View Kick Strength improved significantly

Tsarkov 7.62

Damage RangePre-patchPost-patch

Additional Adjustments

  • Bullet Velocity decreased from 915m/s to 890m/s
  • Neck multiplier increased from 1x to 1.25x

Snipers

HDR

Aim Down Sight speed slowed from 510ms to 600ms

FJX Imperium

Damage RangePre-patchPost-patch

Additional Adjustments

  • Medium Damage Range 1 Removed
  • Aim Down Sight speed improved from 580ms to 540ms

Melee

Kali Sticks

Drop Time improved from 0.83s to 0.25s.

The original Drop Time (the time it takes for the weapon go off screen when switching to another) for the Kali Sticks was very slow when compared to other Black Ops 6 melee weapons. We have updated this to match now.

Related

Zombies gameplay from new Shattered Veil map

Black Ops 6 Zombies Season 3 update patch notes

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Black Ops 6

black ops 6 operator using HDRActivision

Assault Rifles

Kilo 141

The Kilo 141 is getting a small reduction to its Max Damage Range. The base TTK is the same in the Max Damage Range and Mid Damage Range 1, but headshots become less effective.

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Damage RangePre-patchPost-patch

CR-56 AMAX

The CR-56 AMAX will now take one more headshot to reduce TTK in the Medium Damage Range.

The TTK in the Medium Damage Range with no headshots remains the same, but 3 headshots are now required to reduce the TTK in that range.?

Damage RangePre-patchPost-patch

SMGs

C9 (10mm Auto 30-Round Mags)

We are increasing the damage ranges and reducing the recoil penalty on the C9 10mm Auto 30-Round Mags. We are also increasing the damage in the Mid Damage Range 1 to allow a single headshot to reduce TTK. The goal is to make this a viable mid-range option for the C9.

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Damage RangePre-patchPost-patch

Additional Adjustments

  • Vertical recoil penalty reduced from 40% to 20%.

Saug

The Drop Time (the time it takes for the weapon go off screen when switching to another) was longer on the Saug than intended. This has been fixed to align with the other SMGs.

  • Drop Time improved from 0.5s to 0.3s.
  • Quick Drop Time (used for Fast Hands perk) improved from 0.4s to 0.2s.

Shotguns

ASG-89

In the Season 03 update we made changes to the ASG-89 to reduce cases where you accidentally queue an additional shot when spamming the trigger. The implementation caused an unintended reduction to the effectiveness of the Rapid Fire attachment, which we are correcting here.

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Rapid Fire Attachment Adjustment

  • Rate of Fire improvement increased from 3% to 5%.

LMGs

LMGs in Black Ops 6 have a very short delay before they can fire, also known as a Pre-Fire Delay. The delay is one of a few factors that limit the effectiveness of aggressive play with the class when compared to other automatic weapons like ARs and SMGs. LMG Fast Mag attachments will now reduce the Pre-Fire Delay, which will improve the responsiveness of builds that look to mitigate these class limitations. These values do not display in Gunsmith, so we are including current values for all LMGs here.

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PU-21

  • Pre-Fire Delay is 20ms (unchanged).
  • Attachments
    • Fast Mag I
      • Now reduces Pre-Fire Delay to 10ms (50% reduction).
    • Fast Mag II
      • Now removes Pre-Fire Delay (100% reduction).

XMG

Adjustments

  • Pre-Fire Delay is 33ms (unchanged).
  • Attachments
    • Fast Mag I
      • Now reduces Pre-Fire Delay to 25ms (25% reduction).
    • Fast Mag II
      • Now reduces Pre-Fire Delay to 17ms (50% reduction).

GPMG-7

The GPMG-7 does not have Fast Mags to improve its Pre-Fire Delay, but it is receiving a small buff to its headshot multiplier. It will now only take two headshots to reduce its TTK, and just one with the CHF Barrel.

  • Pre-Fire Delay is 33ms (unchanged).
  • Headshot multiplier increased from 1.15x to 1.2x.
  • Attachments
    • CHF Barrel
      • Headshot multiplier increased from 1.25x to 1.35x.

Feng 82

  • Pre-Fire Delay is 25ms (unchanged).
  • Attachments
    • Fast Mag I
      • Now reduces Pre-Fire Delay to 19ms (25% reduction).

Marksman Rifles

SWAT 5.56 (Grau Conversion)

The Grau Conversion for the Swat 5.56 has been performing significantly ahead of other weapons in Multiplayer. We want to preserve the gameplay feel of this weapon conversion as much as possible, so for now we will be reducing its Max Damage to slow down the base TTK in the Max Damage Range. However, it will only require one headshot in this range to improve the TTK back to its previous value.

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Damage RangePre-patchPost-patch

Tsarkov 7.62

Like with the ASG-89, Rapid Fire caught an unintended nerf on the Tsarkov 7.62 when we improved shot queuing back in Season 2 Reloaded. This is being corrected to its previous effectiveness.

  • Rapid Fire
    • Rate of Fire improvement increased from 4% to 9%.

TR2

Overall, we are happy with the current state of the TR2 after its Season 03 buffs. We think it can still use another adjustment to help it fully shine, so we’re giving it a significant recoil improvement.

Adjustments

  • View Kick Strength improved significantly.

HDR

We have seen a lot of player feedback about the HDR feeling weak in Multiplayer. As with all the Season 03 weapons, our primary goal was to be as true to original feel of the HDR as possible, but this presents some challenges when adapting it to a longer TTK. We opted to maintain the HDR’s great handling and limit the one-hit potential to the upper torso and above.?

Based on your feedback, we are increasing the damage on the HDR to help improve its consistency. The new damage profile matches the LW3A1 Frostline. We are also reducing the rechamber animation interrupt time to be more intuitive, which will help address some perceptions of the weapon not firing when it looks like it should. With these changes we expect the HDR to sit very favorably within the sniper class. We want each sniper rifle to have its place in Black Ops 6, so we will assess the balance within the class as the season continues.

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Damage RangePre-patchPost-patch

Special

Nail Gun

General

  • Addressed an issue where the Nail Gun was not centered when held in ADS.

Melee

The original Drop Time (the time it takes for the weapon go off screen when switching to another) for the Kali Sticks was very slow when compared to other Black Ops 6 melee weapons. We have updated this to match now.

Adjustments

  • Drop Time improved from 0.83s to 0.25s.

For more on Call of Duty, be sure to check the best guns in Black Ops 6, as well as the best audio settings in Warzone for hearing footsteps.

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