NewsPatch Notes

Modern Warfare 4 Beta Weekend 2 Update Will Rework Movement, Spawns, and Gunfights

The August 28 update will add Lithium, Hijack, Zodiac Resurgence, a level cap increase, and a wide set of weapon balance changes at 10 AM PT.

Call of Duty: Modern Warfare 4 Weekend 2 will begin at 10 AM PT on August 28, bringing a large beta update focused on time-to-kill, spawns, movement, aim assist, and Killstreaks. The patch will also add new Multiplayer content, the Zodiac Resurgence map, and a higher level cap.

Infinity Ward has made changes across every weapon in the beta as part of an effort to give players more survivability without making guns feel too weak at range. Tactical Sprint will no longer be enabled by default, while Hardpoint will receive a new spawn prototype and temporary spawn protection will gain Battle Hardened.

The update will be available when the Open Beta begins at 10 AM PT on August 28. The Open Beta is scheduled to run through 10 AM PT on September 1. Players can find the complete official August 28 patch notes below.

Modern Warfare 4 Beta Weekend 2 changes

Movement is getting one of the most visible changes. Tactical Sprint will move to the Blood Rush Perk, its sprint-to-fire time will match base sprint, and its speed will be reduced by 4%. Sliding will also be slower and cover less distance, while knife and pistol sprint speeds will increase.

Spawn behavior is being tuned across respawn modes, with fewer spawns near squad members and a partially improved Hardpoint system. Hardpoint on Rooftops will remain disabled because of a spawn bug. Battle Hardened will also reduce the effects of flash and concussion grenades immediately after a player respawns.

Killstreaks will cost 1 additional kill across the board. The UAV will have 60% less health and fly 12% lower, while the Artillery Beacon will fire fewer missiles and cover smaller damage and knockdown areas. The changes are meant to keep matches centered on gunplay instead of repeated streak activations.

Aim assist will receive global adjustments that also apply to Warzone. Infinity Ward said the tuning is not final and will continue to be adjusted before launch.

New beta content and PC changes

Weekend 2 will add the Lithium 6v6 map, the Hijack mode, Ground War: Combat Outpost with 2 new Ground War maps, and Zodiac Resurgence Quads. Zodiac is set in South Korea at a weapons manufacturing facility, with points of interest including Old Mine, Solar, Trackline, and the sewers.

The beta level cap will increase to 30. The available playlists will include Quick Play, Open Moshpit, Mobility Course, 10v10 Gunfight on Kill Block, Hijack, and Zodiac Resurgence Quads. Team Deathmatch and Kill Confirmed will also receive higher score limits.

PC players will see performance and frame rate stability improvements, lower memory usage on High VRAM GPUs, and fixes for intermittent GPU hitching across GPU manufacturers. Online play still requires TPM 2.0 and Secure Boot to be enabled. Activision is gathering information from affected players through its TPM report form and directs players to its Secure Attestation Wizard.

Patch Notes for Call of Duty Modern Warfare 4 Beta

The August 28 notes cover the beta’s largest Weekend 2 adjustments, followed by detailed weapon values, audio changes, interface updates, bug fixes, and known issues.

TIME-TO-KILL

After some updates last week, we still weren’t where we wanted to be with time-to-kill. We’re aiming for a slight increase to TTK so instead of changing base health, we focused on weapon tuning to improve durability without making weapons feel too weak at range. Every single weapon in our Beta has received an update for Weekend 2. These changes create more survivability and room for skill expression in combat.There’s more work to do here and we’re looking forward to hearing your feedback.

SPAWNS

  • Updated spawn logic to better separate players [added at the end of Beta Weekend 1]
  • Deprioritized spawning near teammates [added at the end of Beta Weekend 1]
  • Partially improved Hardpoint spawn system to improve predictability
  • Added Battle Hardened to temporary spawn protection
  • Temporarily disabled Hardpoint on Rooftops because of a spawn bug

MOVEMENT

  • Tac Sprint
    • Moved Tactical Sprint to the Blood Rush Perk.
    • Reduced Tactical Sprint sprint-to-fire time to match base sprint.
    • Reduced Tactical Sprint speed by 4%.
  • Sprint Speeds
    • Increased knife base sprint speeds.
    • Increased all pistol base sprint speeds.
  • Slide Adjustments
    • Increased slide-to-jump delay.
    • Reduced slide distance by 10%.
    • Reduced slide speed by 9%.
  • Stamina
    • Reduced stamina by 8%.
  • Mantle
    • Fixed an issue where players could mantle much higher than intended.
  • Climbing
    • Fixed an issue that caused stutters when climbing ladders and pipes.

AIM ASSIST

  • These adjustments are global and will apply to Warzone.

KILLSTREAKS

  • General
    • Increased all Killstreak costs by 1 kill.
  • UAV
    • Reduced UAV health by 60%.
    • Reduced UAV height by 12%.
  • Artillery Beacon
    • Reduced the number of missiles from 6 to 5.
    • Reduced the inner damage radius from 15.24 meters to 10.16 meters.
    • Reduced the outer damage radius from 25.4 meters to 17.78 meters.
    • Reduced the shockwave radius that knocks people down to 10.16 meters.

CONTENT

  • Maps
    • Lithium – NEW
  • Playlists
    • Hijack – NEW
    • Quick Play – TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
    • Open Moshpit – TDM, Dom, HP, KC
    • Mobility Course
    • 10v10 Gunfight on Kill Block
    • Zodiac Resurgence – Quads – NEW

Progression

  • Level Cap raised to 30.

MODES

  • Team Deathmatch
    • Increased score limit from 75 to 100.
  • Kill Confirmed
    • Increased score limit from 65 to 75.
  • Gunfight
    • Removed audio falloff over distance for team chat in 10v10 Gunfight.

WEAPONS

Snipers

  • Increased received Flinch by 28%.

KG-7 Vulcan

Damage Range Pre Post
Max Damage 102 102
Max Damage Range 0 – 56.8m 0 – 67.5m ⇧
Mid Damage 1 99 99
Mid Damage Range 1 56.8 – 86.3m 67.5 – 86.3m
Min Damage 95 95
Min Damage Range >86.3m >86.3m

Additional KG-7 Vulcan Adjustments

  • Lower Torso Damage Multiplier decreased from 1.02 to 1

Signal .50

Damage Range Pre Post
Max Damage 102 102
Max Damage Range 0 – 33.5m 0 – 33.5m
Mid Damage 1 99 99
Mid Damage Range 1 33.6 – 48.5m 33.6 – 48.5m
Mid Damage 2 80 80
Mid Damage Range 2 48.6 – 67.3m 48.6 – 66m ⇩
Min Damage 75 75
Min Damage Range >67.3m >66m

Additional Signal .50 Updates

  • Upper Torso Damage Multiplier decreased from 1.75 to 1.3

Kastov 762

Damage Range Pre Post
Max Damage 34 30 ⇩
Max Damage Range 0 – 22.2m 0 – 24.1m ⇧
Mid Damage 1 29 24 ⇩
Mid Damage Range 1 22.3 – 40.8m 24.2 – 40.1m ⇩
Min Damage 23 21 ⇩
Min Damage Range >40.9m >40.1m

Additional Kastov 762 Adjustments

  • Head Damage Multiplier decreased from 1.35 to 1.33

Apex Attachment: Kasto 545

Damage Range Pre Post
Max Damage 31 30 ⇩
Max Damage Range 0 – 17.7 0 – 11m ⇩
Mid Damage 1 23 23
Mid Damage Range 1 17.8 – 34m 11.1 – 20.5m ⇩
Min Damage 18 18
Min Damage Range >34m >20.6m

Han 86

Damage Range Pre Post
Max Damage 26 22 ⇩
Max Damage Range 0 – 23.5m 0 – 28.4m ⇧
Mid Damage 1 22
Mid Damage Range 1 23.6 – 43.6m
Min Damage 18 18
Min Damage Range >43.7m >28.4m

Addtional Han 86 Adjustments

  • Neck Damage Multiplier decreased from 1.1 to 1
  • Upper Torso Damage Multiplier decreased from 1.1 to 1

M4

Damage Range Pre Post
Max Damage 28 24 ⇩
Max Damage Range 0 – 20.3m 0 – 26.3m ⇧
Mid Damage 1 22
Mid Damage Range 1 20.4 – 38.3m
Mid Damage 2 17
Mid Damage Range 2 38.4 – 51.5m
Min Damage 16 19 ⇧
Min Damage Range >51.6m >26.3m

Apex Attachment: M4 Hurricane

Damage Range Pre Post
Max Damage 34 30 ⇩
Max Damage Range 0 – 8.3m 0 – 10.5m ⇧
Mid Damage 1 30 22 ⇩
Mid Damage Range 1 8.4 – 16.5m 10.6 – 20m ⇧
Mid Damage 2 24
Mid Damage Range 2 16.6 – 21m
Min Damage 22 18 ⇩
Min Damage Range >21m >20m

Hyeon Burst

Damage Range Pre Post
Max Damage 36 30 ⇩
Max Damage Range 0 – 22.8m 0 – 22.1m ⇩
Mid Damage 1 31 24 ⇩
Mid Damage Range 1 22.9 – 41.4m 22.2 – 42.1m ⇧
Min Damage 28 22 ⇩
Min Damage Range >41.4m >42.1m

Additional Hyeon Burst Adjustments

  • Head Damage Multiplier decreased from 1.4 to 1.3
  • Neck Damage Mutliplier decreased from 1.1 to 1
  • Upper Torso Damage Multiplier decreased from 1.1 to 1
  • Upper Right Arm Damage Multiplier decreased from 1.1 to 1
  • Upper Left Arm Damage Multiplier decreased from 1.1 to 1
  • Upper Right Leg Damage Multiplier increased from .9 to 1
  • Lower Right Leg Damage Multiplier increased from .9 to 1
  • Right Foot Multiplier increased from .9 to 1
  • Upper Left Leg Damage Multiplier increased from .9 to 1
  • Lower Left Leg Damage Multiplier increased from .9 to 1
  • Right Left Multiplier increased from .9 to 1

Apex Attachment: Hyeon Hyperburst

Damage Range Pre Post
Max Damage 37 37
Max Damage Range 0 – 29.4m 0 – 24.6m ⇩
Mid Damage 1 34 34
Mid Damage Range 1 29.5 – 41.4m 24.7m – 36.5m ⇩
Min Damage 30 30
Min Damage Range >41.4m >36.5m

Patriot XMR

Damage Range Pre Post
Max Damage 35 30 ⇩
Max Damage Range 0 – 22.2m 0 – 29.9m ⇧
Mid Damage 1 31 24 ⇩
Mid Damage Range 1 22.3 – 45.7m 30 – 50m ⇧
Min Damage 24 22 ⇩
Min Damage Range >45.7m >50m

Additional Patriot XMR Adjustments

  • Head Damage Multiplier increased from 1.22 to 1.3

Marksman Rifles

  • Increased received Flinch by 17%.

Oris 8.6

Damage Range Pre Post
Max Damage 95 95
Max Damage Range 0 – 20.8m 0 – 20.8m
Mid Damage 1 84 84
Mid Damage Range 1 20.9 – 31.2m 20.9 – 31.2m
Mid Damage 2 70 70
Mid Damage Range 2 31.3 – 47.2m 31.2 – 45.9m ⇩
Mid Damage 3 62
Mid Damage Range 3 47.3 – 67m
Min Damage 58 58
Min Damage Range >67m >45.9m3

MAR-9

Damage Range Pre Post
Max Damage 50 50
Max Damage Range 0 – 20.8m 0 – 19m ⇩
Mid Damage 1 48 42 ⇩
Mid Damage Range 1 20.9 – 39.3m 19.1 – 28.7m ⇩
Mid Damage 2 46
Mid Damage Range 2 39.3 – 51.3m
Min Damage 37 37
Min Damage Range >51.3m >28.7m

Additional MAR-9 Updates

  • Head Damage Multiplier decreased from 2.05 to 2
  • Upper Torso Damage Multiplier increased from 1 to 1.1

Apex Attachment: MAR-9 Auto

Damage Range Pre Post
Max Damage 37 30 ⇩
Max Damage Range 0 – 24.5m 0 – 25.1m ⇧
Mid Damage 1 28 24 ⇩
Mid Damage Range 1 24.6 – 48.7m 25.2 – 43.4m ⇩
Min Damage 22 21 ⇩
Min Damage Range >48.7m >43.4m

Additional MAR-9 Auto Updates:

  • Head Damage Multiplier decreased from 1.55 to 1.3

FiNN LMG

Damage Range Pre Post
Max Damage 33 33
Max Damage Range 0 – 21.8m 0 – 23.6m ⇧
Mid Damage 1 28 28
Mid Damage Range 1 21.9 – 46.9m 23.7 – 47.3m ⇧
Min Damage 24 26 ⇧
Min Damage Range >47m >47.3m

Additional FiNN LMG Updates

  • Neck Damage Multiplier decreased from 1.1 to 1
  • Upper Torso Damage Multiplier decreased from 1.1 to 1
  • Upper Right Arm Damage Multiplier decreased from 1.1 to 1
  • Upper Left Arm Damage Multiplier decreased from 1.1 to 1

Apex Attachment: FiN Adverse

Damage Range Pre Post
Max Damage 29 20 ⇩
Max Damage Range 0 – 26.9m 0 – 16m ⇩
Mid Damage 1 24 19 ⇩
Mid Damage Range 1 27 – 41.1m 16.1 – 35m ⇩
Min Damage 20 16 ⇩
Min Damage Range >41.1m >35m

Type 73

Damage Range Pre Post
Max Damage 30 28 ⇩
Max Damage Range 0 – 26.6m 0 – 26m ⇩
Mid Damage 1 27 22 ⇩
Mid Damage Range 1 26.7 – 51.5m 26.1 – 48.5m ⇩
Min Damage 22 19 ⇩
Min Damage Range >51.5m >48.5m

Additional Type 73 Updates

  • Head Damage Multiplier decreased from 1.3 to 1.25
  • Neck Damage Multiplier decreased from 1.1 to 1
  • Upper Torso Damage Multiplier decreased from 1.1 to 1

Apex Attachment: Tango 73 Assault

Damage Range Pre Post
Max Damage 33 30 ⇩
Max Damage Range 0 – 25.1 0 – 25.1
Mid Damage 1 30 24 ⇩
Mid Damage Range 1 25.2 – 37.6m 25.2 – 37.6m
Min Damage 24 22 ⇩
Min Damage Range >37.6m >37.6m

.50 GS

Damage Range Pre Post
Max Damage 70 70
Max Damage Range 0 – 22.1m 0 – 27.9m ⇧
Mid Damage 1 58 49 ⇩
Mid Damage Range 1 22.2 – 42m 28 – 35.5m ⇩
Min Damage 45 45
Min Damage Range >42.1m >35.5m

Additional .50 GS Updates:

  • Head Damage Multiplier decreased from 1.62 to 1.5
  • Neck Damage Multiplier decreased from 1.62 to 1.1
  • Upper Torso Damage Multiplier decreased from 1.3 to 1.1
  • Lower Torso Damage Multiplier decreased from 1.2 to 1
  • Upper Right Arm Damage Multiplier decreased from 1.3 to 1.1
  • Lower Right Arm Damage Multiplier decreased from 1.2 to 1
  • Right Hand Damage Multiplier decreased from 1.2 to 1
  • Upper Left Arm Damage Multiplier decreased from 1.3 to 1.1
  • Lower Left Arm Damage Multiplier decreased from 1.2 to 1
  • Left Hand Damage Multiplier decreased from 1.2 to 1
  • Upper Right Leg Damage Multiplier decreased from 1.1 to 1
  • Lower Right Leg Damage Multiplier decreased from 1.1 to 1
  • Right Foot Damage Multiplier decreased from 1.1 to 1
  • Upper Left Leg Damage Multiplier decreased from 1.1 to 1
  • Lower Left Leg Damage Multiplier decreased from 1.1 to 1
  • Left Foot Damage Multiplier decreased from 1.1 to 1

Krait P68

Damage Range Pre Post
Max Damage 42 46 ⇧
Max Damage Range 0 – 12m 0 – 10.2m ⇩
Mid Damage 1 37 39 ⇧
Mid Damage Range 1 12.1 – 21.8m 10.3 – 20.5m ⇩
Mid Damage 2 33 33
Mid Damage Range 2 21.9 – 31.2m 20.6 – 38.1m ⇧
Min Damage 29 29
Min Damage Range >31.3m >38.1m

Additional Krait P68 Updates:

  • Head Damage Multiplier decreased from 1.4 to 1.3
  • Neck Damage Multiplier decreased from 1.15 to 1
  • Upper Torso Damage Multiplier decreased from 1.15 to 1

PPSh-41

Damage Range Pre Post
Max Damage 22 19 ⇩
Max Damage Range 0 – 10.4m 0 – 10.4m
Mid Damage 1 17 15 ⇩
Mid Damage Range 1 10.5 – 16.3m 10.5 – 19.4m ⇧
Mid Damage 2 15 13 ⇩
Mid Damage Range 2 16.4 – 22.8m 19.5 – 27.6m ⇧
Mid Damage 3 13
Mid Damage Range 3 22.9 – 31.2m
Min Damage 11 12 ⇧
Min Damage Range >31.2m >27.6m

ISO Nightshade

Damage Range Pre Post
Max Damage 23 20 ⇩
Max Damage Range 0 – 9.9m 0 – 9.9m
Mid Damage 1 19 17 ⇩
Mid Damage Range 1 10 – 17.7m 10 – 18.2m ⇧
Mid Damage 2 15 15
Mid Damage Range 2 17.8 – 25.4m 18.3 – 25.9m ⇧
Mid Damage 3 14
Mid Damage Range 3 25.5 – 32.5m
Min Damage 13 13
Min Damage Range >32.6m >25.9m

Additional ISO Nightshade Updates:

  • Head Damage Multiplier increased from 1.2 to 1.25

X-58 Nyx

Damage Range Pre Post
Max Damage 29 22 ⇩
Max Damage Range 0 – 10.2 0 – 10.8 ⇧
Mid Damage 1 22 18 ⇩
Mid Damage Range 1 10.3 – 19.3m 10.9 – 19m ⇩
Mid Damage 2 18 15 ⇩
Mid Damage Range 2 19.4 – 27.3m 19.1 – 27.9m ⇧
Mid Damage 3 15
Mid Damage Range 3 27.4 – 35.8m
Min Damage 14 13 ⇩
Min Damage Range >35.8m >27.9m

Additional X-58 Nyx Updates:

  • Head Damage Multiplier increased from 1.2 to 1.25

Rezi 12

Damage Range Pre Post
Max Damage 100 100
Max Damage Range 0 – 2.5m 0 – 2.5m
Mid Damage 1 34 34
Mid Damage Range 1 2.6 – 4.5m 2.6 – 4m ⇩
Mid Damage 2 25 25
Mid Damage Range 2 4.6 – 6.8m 4.1 – 6.3m ⇩
Mid Damage 3 20 20
Mid Damage Range 3 6.9 – 9.1m 6.4m – 8.7m ⇩
Min Damage 14 14
Min Damage Range >9.1m >8.7m

Apex Attachment: REZI  Slug Ammo

Damage Range Pre Post
Max Damage 100 99 ⇩
Max Damage Range 0 – 2.5m 0 – 2.8m ⇧
Mid Damage 1 90 90
Mid Damage Range 1 2.6 – 16.8m 2.9 – 14.2m ⇩
Mid Damage 2 80 80
Mid Damage Range 2 19.9 – 29.0m 14.3 – 30.8m ⇧
Mid Damage 3 75 75
Mid Damage Range 3 29.1 – 66m 30.9 – 45.7 ⇩
Min Damage 55 48 ⇩
Min Damage Range >66m >45.7m

Additional REZI APEX Slug Ammo Updates:

  • Head Damage Multiplier increased from1.5 to 1.6
  • Neck Damage Multiplier increased from1.3 to 1.6
  • Upper Torso Damage Multiplier increased from1.2 to 1.3
  • Lower Torso Damage Multiplier decreased from1.2 to 1.1
  • Upper Arm Damage Multiplier increased from1 to 1.2
  • Hand Damage Multiplier increased from1 to 1
  • Upper Leg Damage Multiplier increased from0.7 to 1
  • Lower Leg Damage Multiplier increased from0.7 to 1
  • Foot Damage Multiplier increased from0.7 to 1

Rezi Slug Ammo

Damage Range Pre Post
Max Damage 100 99 ⇩
Max Damage Range 0 – 2.5m 0 – 2.2m ⇩
Mid Damage 1 90 90
Mid Damage Range 1 2.6 – 12.7m 2.3 – 12.7m
Mid Damage 2 80 80
Mid Damage Range 2 12.8 – 27.9m 12.8 – 22.9m ⇩
Mid Damage 3 75 75
Mid Damage Range 3 28 – 66m 28 – 30.5m ⇩
Min Damage 55 48 ⇩
Min Damage Range >66m >30.5m

Additional REZI Slug Ammo Updates:

  • Head Damage Multiplier increased from 1.5 to 1.6
  • Neck Damage Multiplier increased from 1.3 to 1.6
  • Upper Torso Damage Multiplier increased from 1.2 to 1.3
  • Lower Torso Damage Multiplier decreased from 1.2 to 1.1
  • Upper Arm Damage Multiplier increased from 1 to 1.2
  • Hand Damage Multiplier increased from 1 to 1
  • Upper Leg Damage Multiplier increased from 0.7 to 1
  • Lower Leg Damage Multiplier increased from 0.7 to 1
  • Foot Damage Multiplier increased from 0.7 to 1

Launchers

  • Increased the lock-on radius for the PILA.

Attachments

  • General
    • Reduced magnitude of Handling and Mobility penalties across all Barrel, Magazine, Muzzle, Stock, and Underbarrel Attachments.
  • Ammo
    • Overpressured Rounds
      • Flinch Infliction increased by 2%.
  • Rear Grip
    • Aim Grip
    • Removed ADS Move Speed penalty.

Underbarrel Shotgun Attachments

Damage Range Pre Post
Max Damage 100 100
Max Damage Range 0 – 2.5m 0 – 2.5m
Mid Damage 1 34 34
Mid Damage Range 1 2.6 – 5.0m 2.5 – 4.8m ⇩
Mid Damage 2 25 25
Mid Damage Range 2 5.1 – 9.9m 4.9 – 6.9m ⇩
Mid Damage 3 18 20 ⇧
Mid Damage Range 3 10 – 24.1m 7 – 10.3m ⇩
Min Damage 14
Min Damage Range 10.4m – 24.1m

AUDIO

  • Updated Sounds
    • Added new versions of kill and headshot sounds.
    • Adjusted enemy UAV sounds.
    • Adjusted death’s door sounds.
    • Adjusted gunfight intro sounds.
  • Bomb Placement Audio
    • Reduced the maximum distance for bomb-placement audio in Search and Destroy.
    • Fixed an issue where bomb pickup and drop sounds were being broadcast to both teams.

UI/UX

  • Updated the Underhand Throw setting description and set the default keybind to “melee” from “ADS” on keyboard and mouse.

PC UPDATES

  • General improvements to performance and frame rate stability.
  • Reduced memory usage on High VRAM GPUs.
  • Fixed several sources of intermittent GPU hitching across all GPU manufacturers.

BUG FIXES

  • Campaign
    • Fixed an issue where the player’s camera could remain tilted after the catwalk platform began to collapse.
    • Fixed an issue to improve the Escape sequence by making the grab icon appear more consistently when it’s safe to jump to the first pipe.
    • Fixed the difficulty of combat outside of the Nuclear Reactor Facility.
  • Damage Indicators
    • Fixed an issue where blood-screen visual effects could persist across player state transitions.
  • Search and Destroy
    • Fixed an issue where Search and Destroy could display inconsistent XP amounts per elimination.
  • Loadouts & Gunsmith
    • Removed the Create a Class unlock tip in the Quick Nav menu when it has been unlocked already.
    • Fixed an issue where the Gunsmith buttons were incorrectly positioned in the In-Game Loadout Select menu.
  • Han 86
    • Fixed an issue with the finger pose when using the Canted Hybrid optic.
    • Fixed an issue where the warning beep could loop.
    • Fixed an issue with the grip pose when using the Apex and Magazine attachment combination.
    • Fixed an issue where the airburst effect could freeze on-screen if the player died while charging it.
  • Kastov 762
    • Fixed an issue where a sticker could fail to display.
  • Hyeon Burst
    • Fixed an issue where optics could block the player’s view while supine prone.
  • Sang 9mm
    • Fixed an issue where the Sang 9mm inspection animation could incorrectly show an empty magazine when ammunition remained.
    • Fixed an issue causing the firing pins to briefly appear detached when reloading with Akimbo and Extended Magazine attachments equipped.
    • Fixed various first person firing animation issues.
  • C4
    • Fixed an issue where C4 could briefly reappear in the player’s hands during the detonation animation.
  • Spotter Scope
    • Fixed the Spotter Scope head-icon visibility behavior.
  • Mounting
    • Fixed a crash that could occur while mounting.
  • Game Settings
    • Fixed an issue where the selected FOV for Single Player was not properly indicated in the menu.
  • Camos
    • Fixed an issue preventing Vault Edition Camos from being applied to Melee Weapons.
  • Play of the Game
    • Fixed an issue where Stocksaw and Knife attachments could appear floating during the Play of the Game intro sequence.
  • After Action Report
    • Fixed an issue where XP text could overlap on the After Action Report progression tile.
    • Fixed an issue causing weapon progression sound effects in the After Action Report to become out of sync.
  • Operator Menus
    • Fixed an issue that could cause the Operator Select menu to close unexpectedly.
    • Fixed an issue where selecting Change Skins during an Operator intro animation could prevent Operator selection.
  • In-Game HUD
    • Fixed an issue where the killstreak UI could disappear.
    • Fixed an issue where Marksman Rifles were incorrectly labeled as Sniper Rifles in the Killcam.
  • Social & Lobby Menus
    • Fixed an issue where updates to Calling Cards were not reflected on the Quick Nav profile button.
    • Fixed an issue where opening the Keyboard Overlay could also unintentionally open the Quick Navigation menu.

KNOWN ISSUES

  • There is an issue in the Hijack game mode where the data spike may become unrecoverable.
  • Hardpoint has been temporarily disabled on Rooftops.
  • There are various issues in the front end UI where we recognize there is not enough clarity on attachment skips. We’re working on improvements for this.
  • We’re investigating some reports of teammate dots persisting on the mini-map.

Live issue tracking for the beta is available through the Modern Warfare 4 Trello board.

RICOCHET ANTICHEAT

WINDOWS SECURE ATTESTATION

As we’re heading towards Weekend 2 of the Call of Duty: Modern Warfare 4 Beta, here is a reminder of the security requirements that need to be met in order to play any online mode on PC:

  • TPM 2.0 must be enabled;
  • Secure Boot must be enabled.

We are aware that some PC players may encounter issues after going through the process. These issues may be due to firmware, hardware or OS problems which may prevent your PC from passing Microsoft Azure Attestation.

  • We are actively working with Microsoft and motherboard manufacturers to improve the experience for affected players.

If you are unable to access the MW4 Beta, that does not mean you will be unable to play at launch.

  • Over the weekend, we will be gathering information from players who are experiencing the issue through this form
  • We will be working with hardware manufacturers on your behalf to get these issues fixed.

Ground War: Combat Outpost joins the Open Beta Saturday. The beta team will continue providing updates during each full day of the test.

Which Weekend 2 change are you most interested in testing? Share your thoughts in the comments, and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.

Call of Duty: Modern Warfare 4

Call of Duty: Modern Warfare 4 is a first-person shooter and the follow-up to Modern Warfare III (2023), continuing the rebooted Modern Warfare storyline. The campaign is set during a North Korean invasion of South Korea and features dual perspectives: a young South Korean soldier named Private Park facing his first combat deployment, and Captain Price operating outside official channels on a personal mission. The game also includes multiplayer with 6v6 core maps, large-scale vehicle combat maps, and a dynamic map system called Kill Block that reshapes layouts between rounds. A DMZ extraction mode is also featured. The game is released exclusively on current-generation platforms and PC.

  • Genre Shooter
  • Platforms Xbox Series X|S, Nintendo Switch 2, PC (Microsoft Windows), PlayStation 5
  • Perspective First person
  • Modes Single player, Multiplayer, Co-operative
  • Release October 23, 2026
  • Publisher Activision
  • Age Rating ESRB M

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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