COD Warzone Pacific Caldera Patch Fixes Map Holes

The Caldera map was launched yesterday for all players in Call of Duty: Warzone Pacific and many have already found things they were not supposed to do. This includes entering areas that should be inaccessible and shooting through landscapes that are believed to be bulletproof. There are also items in the game that should not be available yet. That’s why Raven has released a new patch for: COD Warzone Pacific to solve these problems on Caldera.

In addition to the above solutions, there are a number of weapon customizations for both ranged and melee weapons. They’ve also tweaked a few weapon attachments. You can find a full list of all solutions below.

COD Warzone Pacific Caldera December 9 Patch Notes

Bug fixes

  • Fixed collision issues with various elements in Caldera that allowed players to exploit/peep/shoot them.
  • Fixed an issue with access to items players weren’t allowed to see yet!


Weapon Modifications

Numerous changes have been made to Vanguard (VG) weapons and attachments. Names, descriptions, pros, cons, and Stat Bars have been updated in-game to reflect these changes.

In addition to the Vanguard changes mentioned above, the following Modern Warfare (MW) and Black Ops Cold War (BOCW) weapon changes have been made:

“Assault Rifle”

  • AK-47 (BOCW)
    • Initial Kickback Deviation Increased

We do not believe that the AK-47 (BOCW) is out of balance. However, we want to stay on top of weapons that have a consistently fast kill time by making sure their use and behavior are consistent with other similarly effective weapons.

  • EM2 (BOCW)
    • Neck Damage Multiplier reduced to 1.1, dropped from 1.2
    • Recoil magnitude increased
    • Recoil Deviation Increased

The EM2 (BOCW) has exercised an impressive level of dominance over long-range engagement since its debut. In general, this can happen when a weapon’s killing potential isn’t confronted with enough drawbacks. Slow firing weapons like the EM2 (BOCW) naturally lend themselves to more skilled players, as missed shots are much more damaging. In the case of the EM2 (BOCW), we found that the mechanical input was not equal to the output. We have modified the recoil behavior to require more active recoil control. We are also reducing the Neck Multiplier – which will affect some of its ‘realistic’ TTK breakpoints, while leaving the actual TTK potential unchanged.

» Sniper Rifle «

  • Crossbow (MW)
    • Neck damage increased to 250, from 200
    • Upper body damage increased to 240, higher than 200
    • Lower Torso Damage increased to 220, up from 200
  • Sniper rifle Charlie (MW)
    • Flinch resistance reduced by 62%

The Marksman Rifle Charlie (MW) and the Swiss K31s (BOCW) have greatly benefited from greatly reduced Flinch – a trait that has long been exclusive to ‘aggressive’ snipers. A significant reduction in their basic Flinch resistance will require some acclimation, as experienced snipers will find that they can no longer challenge Assault Rifles as consistently while holding fire in long-range combat.

  • R1 Shadowhunter (BOCW)
    • Neck damage increased to 250, from 200
    • Upper body damage increased to 240, up from 200
    • Lower Torso Damage increased to 220, up from 200

The Crossbow (MW) and the R1 Shadowhunter (BOCW) haven’t gotten much attention since landing in the Warzone. We strive to maximize their effectiveness without inadvertently creating all-out arrow warfare on Caldera.

» Melee «

  • Ballistic Knife (BOCW)
    • Upper body damage increased to 248, up from 246
    • Lower hull damage increased to 225, up from 195
    • Upper arm damage increased to 200, an increase of 180
    • Forearm damage increased to 190, higher than 180
    • Thigh damage increased to 200, an increase of 160
    • Lower leg damage increased to 190, up from 160

As with the Crossbow (MW) and the R1 Shadowhunter (BOCW), we increase the effectiveness of the Ballistic Knife (BOCW). A single, well-aimed piece of tactical gear can take an enemy to the upper body within a range of one shot, creating a surprising one-two punch.

  • Baseball Bat (BOCW)
    • Lunging distance decreased by 47%
  • Battle ax (BOCW)
    • Lunging distance decreased by 38%
  • Reed (BOCW)
    • Lunging distance decreased by 46%
  • Mace (BOCW)
    • Lunging distance reduced by 42%

Dying from melee weapons can often feel unfair (and unpleasant). Lunge distances can push some melee weapons over the edge combined with the ability to deal damage to the Melee Finisher in just two hits, giving players just a few hundred milliseconds to react. As a result, even fully equipped players can feel muscular up close, which just shouldn’t happen. Players using melee weapons will now be much less threatening if there is not an abundance of missed shots.

» shotgun «

  • Shotgun Bravo (BOCW)
    • Movement speed reduced by 1.2%
    • ADS Movement speed reduced by 8.6%

With its inherent BOCW mobility and generous magazine sizes, the Shotgun Bravo (BOCW) has remained a force to be reckoned with, despite undergoing several balance changes. Reducing the mobility of the Shotgun Bravo (BOCW) makes it more susceptible to the drawbacks one would expect from weapons in its class. Without that mobility to quickly close the gap in its deadly maximum damage range, the Shotgun Bravo (BOCW) will become a more equitable roster.

“Sniper Rifle”

  • Swiss K31 (BOCW)
    • Flinch resistance reduced by 62%

» Submachine gun «

  • OTs 9 (BOCW)
    • Max damage reduced to 30, lower than 31
    • Headshot Damage Multiplier reduced to 1.33, below 1.52
  • Submachine gun Alpha (BOCW)
    • Max damage reduced to 20, lower than 31
    • Headshot Damage Multiplier reduced from 1.45 . to 1.41
  • Submachine gun Charlie (MW)
    • Rate of fire reduced to 0.08, below 0.075
    • Sprint to fire rate reduced by 2.6%
    • Note: These changes only affect Warzone.

The OTs 9 (BOCW) has been ruling short-range space for some time now, and changes in it will certainly come as no surprise. As a preventative measure, we will also be modifying several weapons that have been waiting in the wings to take their place after being dethroned. While it’s sad to see our favorite weapons take a dent in their effectiveness, we think the pool of viable short-range weapons will benefit from this anticipatory tweak.

NOTE: An imminent update will further address Bloom and include customizations to weapons including the PPSh-41 (VG).


Appendix adjustments

» Optics «

  • G16 2.5x (VG)
    • guns
      • Eye position shifted forward

The G16 2.5x has become Caldera’s favorite optic. By shifting the eye position forward, we create a larger area of ​​magnification that will better aid in determining its identity.

” Stock “

  • Raider Stock (BOCW)
    • Movement speed modifiers reduced by 25%
  • SAS Combat Supply (BOCW)
    • Movement speed modifiers reduced by 25%

Warzone is a living, breathing, ever-evolving game. This requires that we not only regularly think about precise weapon details, but sometimes take a big break to holistically assess the state of the game. Games that introduce content gradually, such as Warzone, run the risk of experiencing ‘power creep’. It is important that we intermittently compress the power level of certain aspects in the game that can compromise the greater balance. We believe that the influx of a significant amount of content is a very appropriate time – when we feel it is appropriate to adapt the most powerful mobility attachments in Warzone. The sheer existence of these Attachments not only significantly distorts this Attachment category for BOCW weapons, but also requires that any future weapon that wishes to identify as “highly mobile” must challenge these values ​​as a baseline. These dynamics force the power level to rise slowly over time, which in turn should trigger a correction. This change won’t be the last in tackling weapon attributes that peak in power that must be compressed to preserve our delicate ecosystem.

[Source: Raven Software]