The Modern Warfare 3 Season 2 patch notes contain a wealth of changes to Sledgehammer Games' latest release.
Season 2 brings plenty of new content ranging from the John Doe Operator to the RAM-9 submachine gun with all the characteristics needed to impact the battlefield. In addition, the Season 2 patch notes contain significant changes to player health, guaranteeing to change the time to kill and pace of play.
Before we share the full Modern Warfare 3 Season 2 patch notes, check out the best ranked play loadouts and when the next double XP event is set to take place.
Modern Warfare 3 Season 2 patch notes
New modes
Hordepoint
- Capture the Hardpoint and hold it against attack. Fight back against the horde of zombies. The first team to reach the score limit wins.
Team Gun Game
- Progress through a series of weapons with your team. First team to reach the score limit wins.
Snipers Only (In-Season)
- Battle in objective-based modes with only hard-hitting Sniper Rifles.
Juggermosh (In-Season)
- All Juggernaut combat, all the time, within matches of Kill Confirmed, Domination, and Hardpoint.
Bounty (In-Season)
- The player with the most kills from each team will be marked as an HVT. The HVT alternates on a time interval and rewards extra points when killed.
New weapons
- BP50 (Assault Rifle)
- RAM-9 (Submachine Gun)
- SOA Subverter (Battle Rifle, In-Season)
- Soulrender (Melee, In-Season)
New Aftermarket Parts
Several new Aftermarket Parts are arriving in Season 2. Be sure to check out our guide containing details on each one.
New perk
- Ninja Vest
- Eliminate footstep sounds.
- Immune to movement reduction effects.
- Bonus Shuriken and Throwing Knife ammo.
- Resupply Shuriken and Throwing Knives every 25 seconds.
Gameplay
ADS Idle Sway
While a player is aimed down sight, idle sway is active. This mechanic discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.
- ADS idle sway now initiates shortly after aiming down sight, rather than immediately, introducing a delay to the sway curve that is generally 5ms long but varies by weapon.
- Note: Sniper Rifles are not included in this change.
- After the initial delay, ADS idle sway now gradually increases over a 3s period before reaching peak speed, rather than beginning at full speed upon aiming down sights.
- Note: Sniper Rifles are not included in this change.
- ADS idle sway now consistently begins from the position of the player’s hipfire crosshair, rather than along the sway curve.
Hipfire Crosshair Sway
The trajectory of weapon bullets is represented by the hipfire crosshair position on the player's screen. Previously, the crosshair was influenced by the direction of the weapon, causing the firing direction to deviate from the center of the screen. Today’s changes eliminate the resulting compromise to accuracy without sacrificing the weight and reactivity this motion added.
- Hipfire crosshair will no longer sway from the center of the screen while the player moves or rotates the camera
- Note: We’re aware that certain Stock Attachments may re-introduce this behavior. This is unintentional, and we’ll correct these artifacts in future game updates.
- Weapon bullet trajectory is now truly aligned with the hipfire crosshair, and thus, the center of the player’s screen.
Looking Ahead
Please take some time to adjust to these changes and let us know how you feel. We’ll continue to monitor your feedback as we determine our next steps for aiming and related mechanics.
Customisation
- Fixed several instances of Charms and Stickers not displaying correctly.
Multiplayer
UIX
New Features & Adjustments
- Added Weekly category to the Challenges widget in the Lobby view.
- Detailed stat comparisons are now available for base Weapons in the Gunsmith.
- Decreased kill feed line duration from 10s to 5s (-50%).
- Decreased kill feed line fade duration from 1s to 0.5s (-50%).
- Event category is now displayed first in the list of Weapon Camos.
Bug Fixes
- New item breadcrumbs will now be cleared upon hover when using a Controller.
- Platform-exclusive Calling Cards will no longer be displayed when unavailable.
- Addressed an exploit that allowed invalid Attachment combinations using the in-game Loadout editor.
- Pressing button combinations while in the Firing Range will no longer kick the player back to the menu.
- Fixed an issue in which navigation through Weapon Select became unresponsive after opening and closing filters on a locked weapon.
- Resolved a visual bug in which progression for Weapon Mastery camo challenges was not displayed accurately.
- Fixed an issue where an incoming invitation to join a group would become corrupted if another invitation was accepted before it.
- Fixed an issue in which players could not mark favorites in Gunsmith.
- Round transition UI will now display correct scores in Search and Destroy.
- Weapon progression viewing prompt will no longer open the incorrect menu.
Gameplay
Bug Fixes
- Addressed an issue causing field of view to be set higher than intended after infil.
- Players will no longer dive while using the Slide Only option on Controller.
- Decreased delay before health regeneration begins from 4s to 3s (-25%).
- Increased health regeneration rate from 40hp/s to 75hp/s (+88%).
Progression
- Resolved various issues preventing the following Attachments from being unlocked.
- RAM-7 (Assault Rifle): XTEN FRL-3 Heavy Barrel
- Longbow (Sniper Rifle): Iron Sights Optic
- XRK Stalker (Sniper Rifle): No Stock
- Global: JAK BFB Muzzle
- Added missing Laser Attachments to Gilded Camo challenge tracking for Marksman Rifles.
- Breacher Drone kills will no longer count towards Frag Grenade kills Challenges
- Resolved an issue in which Juggernaut Recon (Killstreak) would not track kills for Challenges correctly.
Maps
- MWII carry-forward maps are now available in the Quick Play rotation.
Highrise
- Adjustments to prevent players from spawning in unfavorable conditions near the Actibase and Phonic Reception areas.
Sub Base
- Refined Hardpoint objective boundary in the Warehouse (P3) to prevent capture from an unintended location.
- Terminal
Adjustments to prevent players from spawning in unfavorable conditions near Security.
Underpass
- Players can no longer access an exploitable location near the Shelf.
Wasteland
- Addressed an issue that caused more fog than intended on certain platforms.
Modes
- Private Match
- Corrected HUD elements after changing teams in War Mode.
- Disabling Perks via Game Rules will no longer prevent some Blueprints from being displayed.
Weapons and attachments
- Decreased melee lunge distance of all MWIII Weapons to align with MWII standards.
- Increased movement speeds of all MWII Weapons to align with MWIII standards.
- Added gun kick control and recoil control benefits in Tactical Stance for all Weapons.
» Assault Rifles «
- Holger 556
- Increased aim down sight time from 260ms to 270ms (+4%).
- MCW
- Increased aim down sight time from 240ms to 265ms (+10%).
- Increased sprint to fire time from 241ms to 252ms (+5%).
- JAK Raven Kit
- Increased maximum damage from 31 to 33 (+6%).
- Decreased medium damage from 23 to 22 (-4%).
- Decreased minimum damage from 22 to 20 (-9%).
- Decreased maximum damage range from 20.3m to 19.8m (-3%).
- Increased near-medium damage range from 29m to 35.6m (+23%).
- Increased medium damage range from 40.6m to 45.7m (+13%).
- Increased headshot damage multiplier from 1.4x to 1.5x (+7%).
- Increased lower-torso damage multiplier from 1.01x to 1.1x (+9%).
- Decreased hipfire spread while sliding.
- Decreased recoil and gun kick significantly.
» Battle Rifles «
- BAS-B
- Increased sprint to fire time from 231ms to 252ms (+9%).
- Increased aim down sight time from 260ms to 270ms (+4%).
- Increased hipfire spread minimum from 2.3deg/s to 2.9deg/s (+26%).
- Sidewinder
- Increased bullet velocity from 540m/s to 600m/s (+11%).
- Decreased recoil and gun kick significantly.
- JAK Thunder LMG Kit
- Increased delay before accelerated rate of fire begins to decay from 200ms to 500ms (+150%).
- Decreased accelerated rate of fire decay rate from 300rpm/s to 240rpm/s (-20%).
- Increased gun kick control and recoil control by 35%.
- TAQ-V (MWII)
- Increased maximum damage range from 35.6m to 43.2m (+21%).
- Increased near-medium damage range from 48.3m to 55.9m (+16%).
» Submachine Guns «
- Striker
- Increased near-medium damage range from 19.1m to 21.6m (+13%).
- Increased medium damage range from 25.4m to 27.9m (+10%).
- AMR9
- JAK Ettin Double Barrel Kit
- Added missing hipfire crosshair.
- JAK Ettin Double Barrel Kit
- WSP-9
- Decreased aim down sight time from 240ms to 220ms (-8%).
- Increased maximum damage range from 16.5m to 18.5m (+12%).
- Increased near-medium damage range from 22.9m to 25.1m (+10%).
- Broodmother .45 Kit
- Decreased aim down sight time from 270ms to 241ms (-11%).
- Decreased movement speed penalties by 50%.
» Shotguns «
- Lockwood 680
- Lockwood Defender Heavy Long Barrel
- Increased sprint to fire time penalty from 8% to 30% (+22%).
- Lockwood Defender Heavy Long Barrel
- KV Broadside (MWII)
- Decreased sprint to fire time from 210ms to 189ms (-10%).
- Decreased aim down sight time from 330ms to 240ms (-27%).
» Light Machine Guns «
- TAQ Eradicator
- Increased sprint to fire time from 210ms to 252ms (+20%).
- Increased aim down sight time from 330ms to 340ms (+3%).
- RAAL MG (MWII)
- Decreased sprint to fire time from 216ms to 199ms (-8%).
- Decreased aim down sight time from 390ms to 330ms (-15%).
- 556 Icarus (MWII)
- Decreased sprint to fire time from 250ms to 235ms (-6%).
- RPK (MWII)
- Decreased aim down sight time from 410ms to 380ms (-7%).
» Marksman Rifles «
- MCW 6.8
- Decreased aim down sight time from 271ms to 245ms (-10%).
- Decreased all damage ranges by 18%.
- Decreased bullet velocity from 1016m/s to 930m/s (-8%).
- Decreased hipfire spread minimum from 5deg/s to 4.1deg/s (-18%).
- Decreased hipfire spread maximum from 12.1deg/s to 10deg/s (-17%).
- DM56
- Decreased near-medium damage from 42 to 41 (-2%).
- Decreased minimum damage from 39 to 38 (-3%).
- MTZ Interceptor
- Increased sprint to fire time from 252ms to 262ms (+4%).
- Increased aim down sight time from 265ms to 280ms (+6%).
- Decreased neck damage multiplier from 1.62x to 1x (-38%).
- SP-R 208 (MWII)
- Decreased maximum damage range from 19.6m to 13m (-34%).
- Increased upper-arm damage multiplier from 1.15x to 1.5x (+30%).
- Lockwood Mk2 (MWII)
- Increased maximum damage from 110 to 125 (+14%).
- Decreased maximum damage range from 8.9m to 6.4m (-29%).
- LM-S (MWII)
- Decreased intensity of aim down sight idle sway.
- SA-B 50 (MWII)
- Increased maximum damage from 110 to 120 (+9%).
- Decreased maximum damage range from 14.2m to 10.4m (-27%).
» Sniper Rifles «
- Longbow
- Decreased aim down sight time from 550ms to 520ms (-5%).
- Signal 50 (MWII)
- Decreased maximum damage range from 48.5m to 35.1m (-28%).
- SP-X 80 (MWII)
- Increased aim down sight time from 521ms to 545ms (+5%).
» Handguns «
- Renetti
- JAK Ferocity Carbine Kit
- Decreased movement speed penalties by 50%.
- JAK Ferocity Carbine Kit
- Basilisk (MWII)
- Increased maximum damage range from 6.9m to 8.4m (+22%).
- Increased near-medium damage range from 15.2m to 22.9m (+50%).
- Increased medium damage range from 22.9m to 35.1m (+53%).
- Increased far-medium damage range from 35.1m to 41.9m (+20%).
- Increased lower-torso damage multiplier from 1x to 1.2x (+20%).
» Launchers «
- Stormender
- Addressed an issue preventing some Killstreaks from being destroyed and/or disabled.
» Melee «
- Gutter Knife
- Decreased melee lunge distance by 30%.
- Karambit
- Decreased melee lunge distance by 30%.
- Combat Knife (MWII)
- Decreased melee lunge distance by 30%.
- Dual Kodachis (MWII)
- Decreased melee lunge distance by 30%.
- Dual Kamas (MWII)
- Decreased melee lunge distance by 30%.
- Pickaxe (MWII)
- Decreased melee lunge distance by 30%.
» Attachments «
- JAK BFB Muzzle
- Decreased gun kick control benefit from 60% to 55% (-5%).
- Decreased vertical recoil control benefit from 40% to 35% (-5%).
- Increased aim down sight time penalty from 12% to 15% (+3%).
- Increased sprint to fire time penalty from 11% to 14% (+3%).
- Increased aim walking speed penalty from 14% to 17% (+3%).
- Added 18% bullet velocity penalty.
Field Upgrades
- Med Box
- Decreased time to deploy from 1.9s to 1.3s (-32%).
- Munitions Box
- Decreased time to deploy from 1.9s to 1.3s (-32%).
- A.C.S.
- Objectives can no longer be captured from further vertical distances than intended.
- Tactical Camera
- Resolved an exploit that allowed players to see through the environment when used with certain Equipment.
- Deployable Cover
- Addressed an exploit that allowed players to become invisible.
- Dead Silence
- Resolved an issue causing activation sounds to be more audible to other players than intended.
Killstreaks
- Juggernaut Recon
- Oxygen meter will now display as expected while underwater.
- Gunship
- When destroyed by the Stormender (Launcher), visual effects will no longer persist on the player’s HUD.
Ranked play
MWIII Ranked Play continues in Season 2 for its first full season, featuring NEW Seasonal Rewards including the Pro Issue MCW and new Divisional Camo Rewards to chase! Whether you’re jumping into your first Ranked Play match or continuing your grind, there’s more to unlock and competition to face. Below are the Season 02 specific details to keep in mind for returning competitors.
New to MWIII Ranked Play? Check out the Season 1 notes for a full breakdown! Keep the changes below in-mind!
Gameplay
- Maps and Modes
- CDL Search and Destroy
- Maps Removed
- Skidrow
- Maps Added
- Rio
- Maps Removed
- CDL Hardpoint
- Maps Removed
- Terminal
- Maps Added
- Rio
- Returning Map
- Sub Base
- Sub Base was previously removed while an issue with P3 was investigated. A fix for this issue is now live with Season 2.
- Sub Base
- Maps Removed
- CDL Search and Destroy
- Content Restrictions
- Weapon Restrictions
- Assault Rifles
- SVA-545
- RAM-7
- BP50
- SMGs
- HRM-9
- RAM-9
- Sniper Rifles
- XRK Stalker
- Assault Rifles
- Attachment Restrictions
- JAK BFB
- JAK Bullseye
- Vest
- Ninja
- Boots
- Tactical Pads
- Weapon Restrictions
SR (Skill Rating) & Divisions
- SR Tuning
- The amount of SR earned after wins early-on in a player’s Ranked Play journey have been increased to help elevate players to their intended Skill Division faster.
- To increase competitiveness of the Top 250 Skill Division and reduce SR inflation, the amount of SR deducted after losses for players who are well beyond their intended Skill Division has been increased substantially.
- End of Season Skill Setback
- At the end of each Season, your ending Skill Division will determine where you start the following season:
- Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
- Example: A Player ending Season 1 in Gold III will begin Season 2 in Silver III.
- Players Crimson II and above will start Season 2 in Diamond I.
- Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
- At the end of each Season, your ending Skill Division will determine where you start the following season:
Zombies
- Check out the Call of Duty blog for details on the new Story Mission, Dark Aether Rift, Schematics, and more coming in-season during Season 2.
Gameplay
- Increased the drop chance for Ammo Pouches in the High Threat Zone.
Weapons
» Season 1 Weapons «
- New Weapons introduced in Season 1 have been added to the loot pool and can be found in lockers, crates, and the Mystery Box.
» Wonder Weapons «
Ray Gun
- Damage has increased for both the base weapon and when Pack-A-Punched.
- Base projectile speed has been increased (+60%) with further increases when Pack-A-Punched (+110%).
- Reduced the damage the Ray Gun will deal to its owner.
- Players will now enter into a downed state in 8 shots.
The Scorcher
- Decreased the time between pressing fire and the Scorcher charging up.
- Direct impact Plasma damage has been increased (+333%).
- Lingering Plasma length and diameter now increases with each charge.
- Lingering Plasma damage has been increased (+428%).
- Lingering Plasma duration has been adjusted.
- Lingering Plasma Damage duration for the initial charge has been decreased from 2 seconds to .5.
- Lingering Plasma Damage duration now increases by 1 second with each charge.
- Total duration is now longer by .5 seconds (at 4.5 seconds) with this change.
The V-R11
- The V-R11 will now hit and deal damage to Aether Worms.
» SMGs «
HRM-9
- Addressed an issue that prevented players from unlocking the HRM-9 via exfilling with the weapon in their inventory.
» Marksman Rifles «
Crossbow
- Addressed an issue that prevented players from infilling with the Eros blueprint.
» Melee «
Dual Kodachis
- Addressed an issue that prevented players from infilling with the Crysknife Blueprint in-game.
Killstreaks
Juggernaut
- Addressed an Issue that prevented players from switching weapons after using a Juggernaut Killstreak.
- Closed various duplication exploits with the Juggernaut Killstreak.
- Closed an exploit that allowed players to carry more than two weapons via the Juggernaut Killstreak.
- Closed an invulnerability exploit with the Juggernaut Killstreak.
Customisation
- Addressed an issue that prevented the Kawaiii Endo Dismemberment Death Effect from appearing.
UI/UX
- Addressed an issue that took players to the Modern Warfare Zombies main menu when attempting to preview a camo while the Stormender was equipped.
- Removed some inactive UI prompts from the “Plea for Help Requested” screen.
Stability
- Added various crash and stability fixes.
Source: Activision