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The Best Sniper Black Ops 3 ! Quick Scoping & Sniping!, Call Of Duty: Black Ops 3 Iii

Massive weapon nerfs and buffs change up Call Of Duty: Black Ops Cold War”s arsenal in major ways … <+> for the Season 3 Reloaded update.

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Credit: Activision

Unlike Epic Games and its completely random approach to Fortnite seasons, Activision runs a very tight ship. Like clockwork each season, we get a new wave of content at the midway point—about five weeks into consistently 10-week-long seasons.

This is now referred to as the “Reloaded update” and the Season 3 Reloaded content drops this evening in both Black Ops Cold War and Warzone.

Along with new maps, modes, Operators and other content, the midseason update is when Treyarch releases its midseason patch. While the developer releases small tweaks on a regular basis, the midseason patch is a heftier, meatier update that includes a ton of changes both large and small to the game—changes that can impact the game’s meta in pretty huge ways, for better or worse. This often includes nerfing over-powered guns, or buffing guns that need a little TLC.

Sniper Rifle Nerfs

Sniper Rifles are taking a big hit in the Season 3 Reloaded update.

Credit: Treyarch

The most pronounced changes in the Season 3 update come to the sniper rifle weapon class after many gamers—at least those who don’t use a sniper rifle as their gun of choice—complained about a lack of flinch making these weapons too powerful. I do love using a sniper rifle in this game partly because of the lack of flinch, but when you’re up against really good snipers it can be a bit ridiculous. I watched a Play of the Game recently in which an enemy player took out five players on my team in as many seconds using a sniper rifle at close-to-mid range. It was disgusting, albeit impressive. Regardless of flinch factors, I couldn’t have shot with that level of precision and speed.

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Treyarch notes that they have two goals in mind with sniper rifles in this update:

“To create more meaningful gameplay between sniper rifles and other weapon classes” and “To better define the role of each sniper rifle to give them more individuality and specialization.”

While I’m a little frightened about what this means in practice for my beloved Pelington, I’m on board with the general spirit of this update which should better align sniper rifles with the rest of the game’s arsenal.

Each sniper rifle will now be better fine-tuned to its role on the battlefield. More lethal, heavier sniper rifles will have increased ADS time via a new mechanic called ADS Momentum. Aiming down sights multiple times in short succession will be slower than it currently is (though this doesn’t apply to initial ADS from the hip). Flinch will be increased across the board, though less for fast sniper rifles like the Swiss K31.

This isn’t the first big change to sniper rifles, of course. When Black Ops Cold War first came out (or was it in Alpha/Beta?) there was no sniper scope glint whatsoever. Now, at least, if someone is sniping from across the map you have a chance to spot them.

Assault rifles will gain a bit more damage at long range and some increased bullet velocity (except for the FFAR 1) in order to distinguish them a little more from SMGs which is probably for the best.

Perhaps the most interesting change of them all is to the Sentry Turret. Up to this point, a well placed grenade (especially a Semtex grenade) could take down a Sentry Turret in one blast. I have killed too many Sentry Turrets to count this way. I always chuckle when I see an enemy player place one. “That turret is toast,” I think to myself as I whip out ye olde Semtex. With this update, however, it will take two grenades to fell a Sentry Turret, making them the lethal Scorestreaks that god intended.

Finally, an important change to League: “Matches will now be canceled if players disconnect before the start of the match or shortly after the match starts. Remaining players will not lose Ladder Points.”

I love League play. If you have a team of four it’s the best way to play this game by far (if you only have a duo, then Gunfight all the way).

I’m very impressed with this update and with the thoughtfulness that Treyarch clearly puts into each change, each tweak and to the whole concept of weapon-balancing. It really shows the expertise involved and the long years of experience this team has. I’ve gone from a doubter to a hardcore fan of Black Ops Cold War. Frankly, it’s the best Call of Duty game in many years and certainly the most fun. I’m a little nervous about these sniper rifle changes, but I think that overall they’ll make for a better, more balanced multiplayer experience.

Patch notes below.

Cold War Season 3 Reloaded Patch Notes

GLOBAL

Events

‘80s Action Heroes Two sets of nine challenges and rewards are available acrossBlack Ops Cold WarandWarzoneduring the ‘80s Action Heroes event starting May 20th. Complete all nineBlack Ops Cold Warchallenges to unlock a tactical rifle Weapon Blueprint, and complete all nineWarzonechallenges to unlock a sniper rifle Weapon Blueprint.

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General

Restored in-game Ping and Packet Loss meters. Addressed an issue where Gestures would reset after closing the application.

Prestige Shop

New Legacy content available: 2 Legacy Black Ops Calling Cards available to all players with access to the Prestige Shop. 3 Black Ops 3 Calling Cards and Black Ops 4 Calling Card and available at Season Level 50. Animated Black Ops 3 Calling Card available at Season Level 100.

Combat Record

Addressed an issue where Hardcore matches were being counted as Core modes.

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Weapon Tuning

All Sniper Rifles

In this update, we’re revising sniper rifles with two goals in mind:

To create more meaningful gameplay between sniper rifles and other weapon classes. To better define the role of each sniper rifle to give them more individuality and specialization.

To those ends, the following updates have been made:

Custom Flinch:We’ve created a sniper-specific flinch that moves the weapon aim while being hit. This flinch is more pronounced in ADS. Attachments that reduce flinch have been factored into this feature update.

ADS Momentum:ADS (Aim Down Sight) Momentum is now individualized for each sniper rifle. ADS Momentum is that feeling of weightiness as the weapon exits and re-enters ADS. You feel this when you rapidly exit and enter ADS, without fully returning fully to the hip position. Heavier sniper rifles will now feel weightier and re-acquire ADS slower accordingly. Please note that ADS Momentum is not used when entering ADS from the full hip-fire position.

As the next step in making each sniper rifle stand out even further in its own right, we’ve made the following changes across the weapon class. As always, we’re committed to evaluating and adjusting weapon stats as necessary once these updates are live based on game data and feedback.

LW3 – Tundra

This is the baseline of our sniper rifles. It is lenient enough in its one-hit kill capacity while being fast enough to scan the horizon and find new targets quickly. This weapon is meant to be geared for most players to play with and have fun experiencing what it’s like to be a sniper inBlack Ops Cold War. The following changes better define the weapon’s role, providing more long-range accuracy and focusing less on short-range combat viability.

LW3 – Tundra

Increased Bullet Velocity from 550 to 580. Reduced ADS-In Momentum from 0.2 to 0.233.

Attachments

Reduced Bullet Velocity bonus from 28.2” Extended Barrel attachment from 25% to 18%. Reduced Bullet Velocity bonus from 29.1” Combat Recon Barrel attachment from 75% to 36%. Reduced Bullet Velocity bonus from 28.2” Tiger Team Barrel attachment from 50% to 27%. Reduced Flinch Resistance bonus from Dropshot Wrap Handle attachment from 50% to 33%. Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. Increased Sprint to Fire Time penalty from SASR Jungle Grip Handle attachment from 12% to 15%. Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. Increased Sprint to Fire Time penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%. Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

Pelington 703

The Pelington 703 is designed to be a quick-handling sniper rifle for players who enjoy constant movement and repositioning, trading off some one-hit kill potential for more speed. This weapon is geared for the kind of player who enjoys running into the middle of gun battles and advancing on important positions. The following changes reinforce the weapon’s role, shifting some ADS speed into a Sprint to Fire benefit, and using a slightly slower Bullet Velocity to keep gameplay at closer ranges.

Pelington 703

Increased Sprint to Fire speed from 0.45 to 0.433. Reduced Bullet Velocity from 500 to 478. Increased Aim Down Sight Time from 0.55 to 0.583.

Attachments

Reduced Bullet Velocity bonus from 25” Extended Barrel attachment from 25% to 17%. Reduced Bullet Velocity bonus from 27.2” Combat Recon Barrel attachment from 75% to 43%. Reduced Bullet Velocity bonus from 26.5” Tiger Team Barrel attachment from 50% to 30%. Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

Sniper Rifle Charlie (Semi-Auto)

With the recent release of the ZRG 20mm and the popularity of the LW3 – Tundra, there existed an untapped space between those two weapons. To fill that position, our semi-auto sniper rifle has been given some new upgrades. Leaning into the lethality of a .50 Cal round, the weapon is now much more powerful, with the trade-off of being slower to fire successive shots. As a semi-automatic weapon without any rechamber, it is still quite fast and works well for holding down a position.

Sniper Rifle Charlie

Increased one-hit kill potential to include the mid-torso. Increased Aim Down Sight speed from 0.7 to 0.666. Increased ADS-Out Momentum from 0.2 to 0.183. Reduced ADS-In Momentum from 0.2 to 0.25. Reduced firing speed from 0.333 to 0.833.

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Attachments

Reduced Bullet Velocity bonus from 22.2” Extended Barrel attachment from 25% to 13%. Increased Fire Rate bonus from 20.6” Rapid Fire Barrel attachment from 11% to 12%. Reduced Bullet Velocity bonus from 22.6” Combat Recon Barrel attachment from 75% to 26%. Reduced Bullet Velocity bonus from 22.6” Tiger Team Barrel attachment from 50% to 20%. Increased Fire Rate bonus from 22.6” Tiger Team Barrel attachment from 18% to 24%. Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 15%. Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%. Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

ZRG 20mm

This is the most lethal sniper rifle inBlack Ops Cold War, and it ravages vehicles and Scorestreaks. This power comes at a price, as this weapon is slower with less available ammo. Players who prioritize map knowledge, common enemy movements, and destroying enemy Scorestreaks will excel with the ZRG 20mm. Strategy over tactics. To that end, this weapon must be slower to wield compared to the rest of the sniper rifle class.

ZRG 20mm

Reduced Aim Down Sight speed from 0.65 to 0.683. Reduced Bullet Velocity from 925 to 923. Increased ADS-Out Momentum from 0.2 to 0.183. Reduced ADS-In Momentum from 0.2 to 0.283.

Custom Vehicle Damage:The “anti-material” property of this weapon deals extra damage to every vehicle and Scorestreak. Due to the sheer number of vehicles and Scorestreaks to choose from inBlack Ops Cold War, this damage is displayed in-game as a range (i.e. 1100 – 2200). Generally speaking, the larger a vehicle or Scorestreak is, the more damage this weapon will deal to it.

Attachments

Reduced Bullet Velocity bonus from 41.9” Extended Barrel attachment from 25% to 10%. Reduced Bullet Velocity bonus from 43.9” Combat Recon Barrel attachment from 75% to 20%. Reduced Bullet Velocity bonus from 42.7” Sigma Special Barrel attachment from 67% to 16%. Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 18%. Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 20%. Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

Swiss K31

With its low recoil, fast rechamber, and speedy handling, this weapon is ideal for quickly eliminating multiple enemy targets. Players with an eagle eye and nerves of steel will be able to down more enemies with this weapon than with any other sniper rifle. For those who aren’t as skilled at nailing their headshots every time, the Swiss K31 can perform much like a tactical rifle. The changes made here further index on this skill aspect, with the benefit of less sniper flinch.

Swiss K31

25% less Flinch than other sniper rifles. Reduced Bullet Velocity from 700 to 684.

Attachments

Reduced Bullet Velocity bonus from 24.9” Extended Barrel attachment from 25% to 16%. Reduced Bullet Velocity bonus from 24.9” Combat Recon Barrel attachment from 75% to 31%. Reduced Bullet Velocity bonus from 24.9” Tiger Team Barrel attachment from 50% to 23%. Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. Reduced Sprint to Fire penalty from SASR Jungle Grip handle attachment from 12% to 11%. Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%.

All Assault Rifles

We’ve improved bullet velocities across the board (with one exception) to allow assault rifles more innate long-distance advantage over submachine guns. The FFAR 1 has its Bullet Velocity reduced in exchange for an increase to its max damage.

We have also standardized headshot modifiers on assault rifles with this update. Assault rifles that have 5.56 ammo have a 1.4x headshot modifier, while those that use 7.62 ammo have a 1.25x modifier. In general, assault rifles that use 7.62 ammo deal higher damage already. The number of hits required to kill remain the same, except for the FFAR 1, which requires fewer hits to kill if the player scores a headshot.

Krig 6

Increased Bullet Velocity from 625 to 686. Increased Bullet Velocity bonus from 19.7” Ranger Barrel attachment from 100% to 126%. Reduced Bullet Velocity penalty from 15.5” Contour Barrel attachment from 25% to 12%.

AK-47

Increased Bullet Velocity from 490 to 702.

FFAR 1

Increased maximum damage from 27 to 28. Reduced Bullet Velocity from 705 to 629.

Groza

Reduced headshot multiplier from 1.4x to 1.25x. Increased Bullet Velocity from 650 to 660.

QBZ-83

Increased Bullet Velocity from 625 to 671.

FARA 83

Increased headshot multiplier from 1.25x to 1.4x. Increased Bullet Velocity from 675 to 729. Reduced maximum damage from 31 to 30. Reduced minimum damage from 28 to 27. Reduced Bullet Velocity penalty from 17.5” Contour Barrel attachment from 25% to 18%.

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XM4

Increased Bullet Velocity from 550 to 657.

All Light Machine Guns

We’ve refactored Bullet Velocity to give LMGs more inherent power with less reliance on the Task Force Barrel attachment. These changes provide more value to the rest of the Barrel attachments, while the Task Force Barrel remains a solid choice for boosting Bullet Velocity.

Light Machine Gun Alpha

Increased Bullet Velocity from 675 to 714. Reduced Bullet Velocity bonus from 21.8” Task Force Barrel attachment from 100% to 41%.

RPD

Increased Bullet Velocity from 475 to 684. Reduced Bullet Velocity bonus from 20.3” Task Force Barrel attachment from 100% to 44%.

M60

Increased Bullet Velocity from 600 to 791. Reduced Bullet Velocity bonus from 22.8” Task Force Barrel attachment from 100% to 39%.

All Pistols

Pistols have received minor adjustments to Bullet Velocity. These changes better fit each pistol by pushing their “hitscan” range to the edge of their most-used engagement distances.

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1911

Increased Bullet Velocity from 200 to 206.

Magnum

Increased Bullet Velocity from 300 to 313.

Pistol Charlie (Burst Fire)

Increased Bullet Velocity from 250 to 257.

Special Weapons

R1 Shadowhunter

Added Sniper Flinch.

MULTIPLAYER

Maps

Standoff

Added Standoff to the 6v6 map rotation.

Duga

Added Duga to the Multi-Team map rotation.

Raid

Addressed a spawn issue that could drop the player to the ground when respawning.

Garrison

Addressed an issue that could cause a player to fall through geometry inside of the main tank facility.

Crossroads

Crossroads added back to rotation for Combined Arms and VIP Escort.

Modes

Die Hardpoint

Die Hardpoint added to Featured Playlists. Capture Hardpoints to gain points for your team. Eliminate multiple enemies in the same life to earn up to five powerful buffs throughout the match. Capturing a Hardpoint grants a movement speed boost and sets your timer to 30 seconds. When the timer reaches zero, you explode. Extend the timer by earning eliminations and capturing Hardpoints. The timer is paused while on your team’s Hardpoint, and kills add 15 seconds to your timer up to a max of 30 seconds. Successive kills grant up to four additional buffs: improved weapon handling, ADS speed, slide speed, and a larger explosion upon death (granted after a five-kill streak.) The first team to reach 200 points, or the most points before time expires, wins.

Multi-Team Elimination

New last-team-standing mode added to Multi-Team. Ten teams of four fight to survive expanding radiation zones. Redeploys are limited and loadouts are restricted. Teams must scavenge for weapons, Scorestreaks, Armor, and other items. The last team standing, or the first squad to board the exfil chopper in the final safe zone, wins.

12v12 Moshpit

Standoff, The Pines, and Moscow added to map rotation.

Search & Destroy

Bomb site letters on Raid have been swapped to match Control. Driveway bomb site is now A and pool bomb site is now B. Update your callouts accordingly.

Control

Default Overtime rules now use Objectives to determine the team on Defense.

Featured Playlists

Die Hardpoint Standoff 24/7(also available in Hardcore via Quick Play) Multi-Team Elimination 12v12 Moshpit (also available in Hardcore via Quick Play) Nuketown 24/7 (also available in Hardcore via Quick Play) Gunfight Party Games Multi-Team Moshpit

Scorestreaks

Care Package

Slightly increased odds for higher Scorestreaks from Care Package. Destroyed Care Package choppers now still drop the Care Package.

Counter Spy Plane

Reduced Counter Spy Plane duration from 30 to 20 seconds.

Armor

Reduced Armor cooldown from 120 to 60 seconds.

Sentry

Increased the number of grenade hits to kill a Sentry from 1 to 2.

Attack Helicopter

Reduced Attack Helicopter cost from 4500 to 3800.

VTOL Escort

Reduced VTOL Escort cost from 6500 to 6200.

Equipment

Molotov

Increased Molotov initial direct hit damage from 40 to 75. Increased Molotov damage over time from 16 to 20.

Field Upgrades

Gas Mine

Increased Gas Mine damage over time from 15 to 25. Increased Gas Mine area of effect duration from 16 to 18 seconds. Reduced Gas Mine damage interval from 0.2 to 0.4 seconds. The intention of this change is to give players a better chance at escaping a Gas Mine before dying.

Movement

Addressed an issue that would cause the camera transition from slide to stand to be delayed. With this change, the time it takes to crouch has been increased by 20ms and now aligns with the delay before a subsequent stance change between crouch and stand can be performed. This change should also resolve reported camera pops for a small set of players when performing a stance change.

UI

Weapon Mastery badges will now be shown in the Best Play and Killcam.

LEAGUE PLAY

Match Canceling

Matches will now be canceled if players disconnect before the start of the match or shortly after the match starts. Remaining players will not lose Ladder Points.

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