Call of Duty: Black Ops 4 PC Updates [11/15/2018]

Call of Duty Black Ops 4 PC


Call of Duty: Black Ops 4 PC Updates [11/15/2018]

Hey everyone, 

Below are the patch notes for the November 15th Call of Duty: Black Ops 4 update on PC. 
This list is inclusive of new updates in the patch and daily live updates that have happened since the previous patch. 

For patch notes on other platforms: head here for XB1 or head here for PS4

Jump to previous updates here:
Game Update 10/31/18 
Game Update 10/19/18

Check out the full list below: 

Black Ops 4 - PC Update 11/15/18

Our latest title update to Black Ops 4 has arrived on PC, with a long list of changes exclusive to PC joining changes included in this week’s global update. Unique gameplay balance updates are made on PC separately from their console counterparts, and the team takes the time needed to ensure each meta is adjusted accordingly. Check out the PC section below for what’s included just for PC players, as these notes cover multiple updates over the past 24 hours, including what’s coming in today’s newest update.

We’ve also made a handful of gameplay and quality-of-life improvements across all modes on all platforms, including improved melee attack hit registration and exploit fixes in Multiplayer, as well as several more crash fixes and gameplay issue resolutions in Zombies. These include improved stability across all Zombies maps and numerous updates to IX and Blood of the Dead.

This week in Zombies, we’ve introduced a modifier to the Perk system (lovingly known as “Speed Cola” in previous games) that increases weapon reload speed. In Black Ops 4, this modifier adds a +33% reload speed improvement. When combined with Fast Mags/Hybrid Mags, it will have a combined effect of a 50% increase, which is the same as the highest increase in previous games. This preserves the role of these weapon attachments in creating the quickest-handling guns in each weapon class. Additionally, we wanted to ensure the reload modifiers from certain Pack-a-Punch versions of weapons are still meaningful, which stack with the new “Speed Cola” tuning values. As always, we will continue to monitor game balance and continue to make adjustments as necessary. 


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


  • Gameplay

    • Improved melee attack hit registration. More improvements to come in an upcoming patch.

    • Added enemy attachment information to Killcam.

    • Resolved an issue where players leaving a match shortly after joining could cause a white square to appear in the Scoreboard.

  • Create-a-Class

    • Closed an exploit that allowed players to apply Dark Matter, Gold, or Diamond Camos on any weapon regardless of camo progress.

    • Resolved an issue where players with Signature Weapons could encounter UI Error 55068 when selecting a weapon under another Custom Class tab.

  • CWL Custom Games

    • General

      • Specialist Equipment restrictions are now implemented as intended.

      • Players now continue to earn score toward Scorestreaks after the first round of CWL Search & Destroy and CWL Control.

    • Torque

      • Torque is no longer selectable in CWL Search & Destroy to align with current official CWL ruleset. These changes will continue to be tested and reviewed for viability in competitive play.

      • Torque’s Razor Wire no longer does damage to align with current official CWL ruleset.

      • Resolved an issue where players could become stuck and unable to move when walking into an enemy Torque’s Razor Wire.

  • Maps

    • Nuketown

      • Closed an exploit where players could grapple on top of the red shed.

    • Firing Range

      • Closed a cover exploit on top of some sandbags.

  • Scorestreaks

    • Fixed a crash that could occur when shooting down the Care Package, Mantis, or Strike Team Helicopters.

  • Modes

    • Gun Game

      • Resolved an issue in Gun Game where winning a match, then leaving the lobby before the next game starts, could cause that player’s name to appear on the next game’s Scoreboard with stats from the previous game.

  • Challenges

    • EKIA tracking has been added for Domination and Control to the “Proactive Measures” Challenge requirements in the Game Heroics category.



  • Stability

    • Global

      • Fixed a crash that could occur when a player disconnected while the Chakram was thrown.

      • Fixed a crash that could occur when the Blightfather performed its tracking missile attack.

      • Fixed a rare crash that could occur while using Anywhere But Here.

      • Fixed a rare crash that could occur while using the Chakram throw.

      • Fixed a rare crash that could occur upon Homunculus death.

    • IX

      • Fixed a crash that could occur when fighting the Destroyer during the Main Quest.

      • Fixed a crash that could occur upon completing the Arena Rock side quest.

      • Fixed a rare crash that could occur when enemies spawned during the Ra obelisk step in the Main Quest.

  • General

    • Resolved an issue in Blood of the Dead where ambient music would abruptly stop and restart when progressing through rounds.

    • Closed an exploit where players could use certain Elixirs without consuming them.



  • Characters

    • Updated descriptions for Ranger, Airborne, Frogman, Seal, and Battle Hardened characters to clarify that they are unlocked by progressing to a specific Echelon.

  • General

    • Miscellaneous

      • Resolved an issue where attempting to load a custom Paintjob could cause a UI Error message to appear.

      • Fixed a crash that could occur when switching between modes.

      • Fist Bump returned to the Gestures menu.

      • Resolved an issue where the Daily Tier Skip icon could appear misaligned in the main menu.

    • Black Market

      • Resolved an issue where current Tier progress could be reset by acquiring a Special Order.

      • Resolved an issue where the Black Market menu could disappear when switching between the Multiplayer and Zombies menus.


We’ve made the following changes to the game exclusively to PC, in addition to balance changes and fixes from this week’s global update and the changes listed above:



  • Stability

    • Fixed a crash occurring on CPUs that don't support SSE4.1 instructions extension. This issue was affecting AMD Phenom CPUs.

    • Fixed a rare crash during the first seconds after launching the game.

  • Gameplay

    • Added three new keybinds for Stance Up, Stance Up/Jump, and Stance Down.

    • Added a gameplay option for ADS sensitivity trigger timing.

    • Added a gameplay option to remove hitmarker visual and/or sound.

    • Added an option to toggle Asus Aura RGB effects On or Off.

    • Adjusted iron sights and scope movement while turning to make them appear close to the center of the screen.

    • Fixed an issue where the Push to Talk keybind would not work with an overlay opened.

  • Miscellaneous

    • Resolved an issue where the player could not name Paintjobs.

    • Fixed an issue where the player could not change reticle color with the mouse.

    • Added visual improvements on tooltips throughout various menus.

    • New messages will now always be displayed in the chat box, including callouts.

    • Aligned buttons in the Custom Games lobby.


  • General

    • Resolved an issue with re-rolling enemy Care Packages with the Engineer Perk.

    • Resolved an issue where a Specialist would appear in the preview slot when no Specialist was selected during the Specialist draft.

    • Resolved a visual issue in Heist where the close button would remain on screen when closing the Buy menu with the ESC key.

    • Resolved an issue where the textures would appear pitch black for several seconds at the beginning of a match.



  • SMGs

    • Saug 9mm

      • Hip fire spread increased.

    • Spitfire

      • Hip fire spread increased.

      • Slightly reduced the hip-fire bonus granted by the Laser Sight attachment.

    • Cordite

      • Hip-fire spread increased.

  • Tactical Rifles

    • Auger DMR

      • Slightly increased rate of fire.

    • ABR 223

      • Reduced delay between each burst.

  • Sniper Rifles

    • Paladin HB50

      • High Caliber I - Added shoulders to the one-shot kill zone.

      • High Caliber II - Now grants a one-shot kill to the stomach and above. Hands and lower arms have been removed from the one-shot one kill zone.

      • Fixed an issue where the game was not using the PC description for the Paladin and its attachments.


  • Gameplay

    • Added a keybind to tag an item.

    • Added Perk activation feedback in the player HUD.

    • Pressing the Interact key will now close the Stash while looting a Stash.

    • Resolved an issue where players could use a Trauma Kit before the game began to start with 200 Health.

    • Resolved an issue where the "Toggle" healing would heal faster than the "Hold" option.

    • Resolved an issue where the Free Look mode would make it impossible to move the RC-XD.

  • Stability

    • Fixed a crash occurring when aiming down sights using a Hades equipped with a 2x scope.

We are also currently aware of some issues that were introduced with the new title update on PC, and the team is working on fixing the following issues:

  • Left arrow to navigate through Custom Classes in the Create-a-Class menu is missing.

    • Players can still change tabs by using the “Navigate to Previous Tab” and “Navigate to Next Tab” keybinds.

  • Hitmarker options are not always set to their default value when launching the game.

    • New options were introduced to allow the player to remove the visuals and/or audio for hitmarkers. If you wish the enable them, you will find the following options in the Interface tab in the Options menu:

      • Hitmarker Visuals

      • Hitmarker Sound Effect

      • Damage-Based Hitmarkers

There are other issues on our radar at the moment, with fixes also underway. Please keep your feedback coming, and we’ll provide status updates in future posts.



Black Ops 4 - PC Update 10/31/18

PC players--a huge update across all game modes and covering numerous gameplay details went live on consoles yesterday. For the PC, we were working on additional tweaks and resolving details specific to our platform. It took a little while longer, and appreciate your patience.

Today, it all comes together. For starters, here are the PC-specific stability improvements that have been made for the platform, as well as a note on Weapon Balancing. On that subject, we hear you, we really do. We're tracking data and listening to feedback, and will have more to release on that topic very SOONTM

Between the developers here at Treyarch and our partners at Beenox, we've been watching, listening, and responding wherever we can and will continue to do so in the ongoing commitment to Black Ops 4 on PC. It's not lip service. It's a granular, committed focus to ensure this is the best Call of Duty experience you will have on PC.

That all being said, here are the core PC resolutions going live today, along with the full gameplay updates that are all part of today's PC update.


Stability Improvements

· Resolved crashes during the first seconds after launching the game.

· Resolved crashes when exiting the game.

· Resolved crashes when dropping from a match.

· Resolved crashes when changing the graphics settings.

· Resolved crashes in the checkout page.

· Resolved rendering issues with some special effects when playing with a wide FOV.

· Resolved rendering issues with “missing” grass in Blackout.


· Enabled Timeline Editor in Theater.

· Resolved an issue that triggered a UI error when editing an Emblem.

Weapon Balancing

  • Additional PC-specific weapon balancing is in the works, as some weapons have performed differently in the PC meta compared to consoles. Please keep an eye on /u/TreyarchPC for full PC update details.


This week’s major game update marks our first big Multiplayer balancing pass since launch, including changes to weapons, Specialists, map spawns, Scorestreaks, Perks, Gear, game modes, and more. In Blackout, we’ve made updates to audio and Armor behavior, unlocked six Specialist character missions to track down and complete, cranked the max player count for Solos up to 100, and more. For Zombies players, we’ve made several gameplay improvements and fixes, including Easter Egg quest fixes and increased XP earn rates for Hardcore and Realistic difficulties.

Our Featured Multiplayer playlists have also been updated with highly-requested new modes, including the glorious debut of Gun Game, Mercenary Deathmatch Moshpit, and Chaos Domination. What makes Chaos Domination so chaotic? Zone capture time is reduced to only 3 seconds, round score limit is 150 (up from 100), and player count is 6v6 (up from 5v5). We’ve had a ton of fun with it, and this addition is just another example of the playlist variants we have planned for weekly rotation in the Featured category.

Before we get into the patch notes, a word from the dev team on our philosophy behind Multiplayer updates:

Spawns: In our ongoing effort to provide safer spawns, we’ve adjusted spawn logic and spawn placement across the board. In addition, spawn logic tuning has been done for enemy spawn weighting on Slums, Summit, Firing Range, Frequency, Arsenal, and Icebreaker. Players should see an immediate improvement in spawn health on the maps and modes listed below after applying this game update.

Weapons: The weapon ecosystem is in a healthy state since launch. We have not seen a standout “best” weapon in each class, and every weapon found a strong player base. We designed Black Ops 4 with Assault Rifles meant to be the default “go-to” weapon class, with other classes meant for specialization. However, we agreed that run-and-gun SMG playstyles were being underrepresented. This update nudges the balance between Assault Rifles and SMGs closer together, while maintaining the integrity of what each weapon does best.

Specialists: Our Specialists have Weapons and Special Issue Equipment that can be game-changing tools if used in the right scenario, but some of these needed to be balanced properly against the others. This balance pass creates more opportunities for counter-play against high-impact Weapons like Ajax’s Ballistic Shield, and tones down some overly-consistent Equipment, such as Recon’s Sensor Dart. You’ll find details on each Specialist’s changes in the notes below.

Let’s dive in...

Here are the general patch notes for all platforms: 


  • 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.



  • 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.



  • 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.



  • 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.

Let us know what you think of the new playlists and improvements once you’ve had some time to get out there and test everything out across all modes.



Black Ops 4 - PC Update 10/19/18


PC players: We have a game update going live today 10/19 at 10am PT. Its main purpose has been to address stability issues across the platform, and the micro-stutter issues that some of you experienced. We’ll be watching very closely to confirm that many of the key issues raised loud and clear across our social platforms are working as planned for our community. It’s all part of the ongoing commitment to ensuring Call of Duty Black Ops 4 is the best PC experience possible.

It also contains updates and fixes on the PC to issues across the specific game modes, all detailed below. Of course, there will be more to come addressing other issues in the coming days.

Continue to follow Treyarch and TreyarchPC on Twitter for further updates and news on the tweaks we’ve made to improve each game mode in a variety of ways.

Also, kicking off at 10am PT it’s 2x XP time for Multiplayer mode and 2x NP for Zombies fans. This bonus runs through Monday October 22nd at 10am PT.


And to get all of the juicy details, our friends at Beenox have put together a comprehensive list of all the fixes addressed in this update as they continue to ensure stability and a positive game experience for all our PC community:

First off, here are the general patch notes: 

Now, let’s get into the details. We’ve made the following updates to the game today (Global):

  • General

    • Leaderboards are now available for Multiplayer, Blackout, and Zombies. For Multiplayer and Blackout, players will start ranking on Leaderboards after playing 25 games.

    • Addressed an issue where player-created paintjobs may appear corrupted or stretched when placed on weapons. Previously created paintjobs may appear shifted or skewed as a result and may need to be readjusted.

    • As a result of significant architectural changes between updates, previous Theater files can no longer be viewed. While this is an unfortunate side effect of live game development, we will make every effort to keep instances of incompatibility to an absolute minimum.

    • General stability improvements across Multiplayer, Blackout, and Zombies.

  • Multiplayer

    • General

      • Improved spawn points on various maps in Free For All and Domination.

      • Added “Sprint Cancels Reload” to Options in the Controls category. When enabled, this allows players to cancel their weapon reload by starting a sprint. This will not prevent sprinting or reloading if players are already sprinting and perform a reload.

      • Addressed several issues with mantling and other first-person combat animations.

    • Specialists

      • Fixed an exploit where a player could use Crash’s TAK-5 for the duration of the match.

      • Addressed an issue where Ruin’s Grapple Gun would appear to float from the player’s hand.

      • Addressed an issue where Nomad’s Vision Pulse visuals would remain on enemies after respawning and during Best Play.

      • Improved pathfinding for Prophet’s Seeker on various maps.

      • Corrected an issue with voiceover lines occasionally playing at incorrect times.

    • Weapons & Attachments

      • Addressed issues with weapon Camos appearing on unintended portions of weapons.

      • Addressed an issue where some Reactive Camos were not displaying correctly.

      • Addressed an issue where friendly Players, Equipment, and Scorestreaks would display thermal visuals in the NVIR Optic.

    • Maps

      • Militia

      • Additional spawns added for various game modes.

      • Payload

      • Extended the silo catwalk Control zone into the missile area to provide additional cover when attacking and defending.

    • Perks

      • Addressed an issue with Engineer that allowed highlighted Equipment to occasionally obscure enemy players.

    • Scorestreaks

      • Addressed an issue where the Gunship’s thermal visuals could remain on enemy Players.

      • Addressed an issue where the Mantis could not be controlled after calling in a Strike Team.

    • Equipment

      • Team kills with the Sensor Dart in Hardcore no longer count toward Scorestreak progress.

  • Zombies

    • General:

      • We’ve improved stability in Easter Egg quests and high-round play, and are currently working on addressing more crashes.

      • Addressed an issue where in-game XP notifications were appearing in Zombies. The XP earn rate across all Zombies modes has been verified and is unchanged.

      • Improved pathing for enemy Zombies.

      • Addressed instances of Zombies Challenges displaying incorrect completion requirements.

      • Addressed an issue causing a delay before players could activate consecutive Special Weapon melee attacks.

      • Addressed an issue causing a slight delay before players could pick up a Power-Up.

    • Weapon Camos

      • Addressed issues with Camos not properly applying to weapons.

      • Addressed issues with several Camo Challenges not displaying the correct unlock requirements.

      • Addressed instances of Pack-a-Punch Camos not appearing on specific weapons.

    • IX

      • Addressed an issue where the second part of the boss battle occasionally wouldn’t trigger properly.

      • Addressed multiple issues with overlapping voiceover lines.

    • Custom Mutations:

      • Addressed an issue where players were not earning Nebulium Plasma in Custom Mutations.

      • Addressed several stability issues when using different Custom Mutation options.

    • Inspection:

      • Addressed an issue where Zombies characters were displaying incorrectly in the Inspection menu.

  • Blackout

    • General:

      • Addressed issues with Splitscreen stability in the Staging Area.

    • Challenges:

      • Addressed an issue with Challenges incorrectly tracking wins in Duos and Quads.

    • Awareness Perk:

      • Maximum player footstep volume while active has been lowered.

      • Material sounds are now more audible over larger distances while active.

Here’s what we've just added to the game today:


  • Players can now report other users after the Killcam

  • Fixed an issue where the field of view wasn't properly reset to 3rd person FOV when using a 3rd person emote


  • Fixed and issue where users would sometime experience a crash in high waves on IX

General Changes 

  • CodCaster is now enabled.

  • Supported "Sprint Cancels Reload" option for Mouse and Keyboard

  • Fixed an issue where right-clicking in the Scoreboard would prevent mouse functionality

  • Fixed an issue where the Helion Salvo's Fast Lock had an option to customize it

  • Fixed an issue where equipping a Helion Salvo with any Camo and Fast Lock led to a crash

  • Fixed an issue in the paintshop where paintjob preview wasn’t rendering properly

  • Fixed an issue where View Distance settings was inverted in the graphics options

  • Fixed an issue on "Cymbal Monkey Throw Mode" that did not behave like other grenades when "On Press" is active

Stability Fixes 

  • Improved network connection stability when using voice chat

  • General stability fixes


  • Fixed an issue that should help users reporting stuttering reach better performance. We'll continue monitoring the performance closely to keep working on improvements.

Tips and general information

The game will always use as much CPU and GPU resource as it can when you’re playing in order to maximize the framerate and improve responsiveness.

By default, the game will automatically throttle down when it does not have the focus. This happens when it is minimized or when another application has the focus. This is to make sure your other applications stay responsive while you are using them, otherwise they would become very slow as the game would still be using all of your computer’s resources. This is why people notice the game going into Low priority when they look in the Windows Task Manager. This is also why they see the game running in the background at around 15 FPS. This is the intended behavior, and these resources are all taken back by the game when it gets the focus back. The process priority goes back to Normal, and the FPS goes back up.

If you don’t want to use this behavior, you can deactivate this feature by going to the Settings -> Graphics -> CPU Priority Management and set this option to “Manual”. The game will then allow you to set the priority manually through the Task Manager.

The team continues to work hard to address as many issues as possible. Stability and performances are a priority and with each title update, you should see an improvement. Let us know how this release is helping with your specific issues.

As always, if you’re encountering problems, please reach out to player support on Twitter @ATVIAssist and Reddit u/ATVIAssist**.**


Community Coordinator
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Registered: ‎04-06-2013