MW3 Season 2 patch notes: MCW nerf, Health regen buff, Ninja Vest, more
ActivisionThe latest update for Modern Warfare 3 is here and as usual, we’ve detailed everything you need to know about it. Here are the full MW3 Season 2 patch notes covering everything from the weapon balancing changes to the new maps, modes, and gear added.
As expected Season 2 is making some huge changes to Modern Warfare 3 that look to give multiplayer some new life, as well as Warzone and Zombies.
If you want to know everything that’s been added in Season 2 you’ve come to the right place. Here’s our breakdown of the key changes made in MW3 Season 2 including the full patch notes.
Contents
Stay stealthy with the Ninja Vest
A new vest is now live in Modern Warfare 3, the Ninja Vest. It is described as turning the user into a “Silent melee and throwing weapon specialist,” perfect for stealthy playstyles.
When equipped this vest provides the following benefits:
- Eliminate footstep sounds.
- Immune to movement reduction effects.
- Bonus Shuriken and Throwing Knife ammo.
- Resupply Shuriken and Throwing Knives every 25 seconds.
The Ninja Vest’s benefits do not stack with overlapping Perks such as Covert Sneakers, which will grant the effects of the Running Sneakers when equipped instead.
New Maps and Map Variants
Season 2 sees three new 6v6 maps introduced, Departures, Stash House, and Vista. In addition to these is Modern Warfare 3’s first new War Map, Operation Tin Man.
Here is a summary of what to expect from each new map:
- Departures: “Explore the Departures area of the Zakhaev International Airport, a clean and competitive 6v6 map with areas for all ranges of combat.”
- Stash House: “Looking for a compact map that redefines the word ‘chaotic’? Then follow the Federal authorities into a recently raided Bay Area stash house!”
- Vista: “Welcome to a Brazilian mountaintop resort with gift shops, restaurants, and trams. Aside from the impressive views, expect a more classic feel to this Shoot House-sized, three-lane map with tight interiors and long-range exteriors.”
- Operation Tin Man: “War Mode receives a new, large-scale operation that takes place in downtown Urzikstan. Expect an airdrop as your team skydives down to the roof of a skyscraper, navigating the multi-level construction sight reminiscent of Call of Duty: Modern Warfare 3’s (2011) Overwatch map.”
The Season 2 update also adds two Map Variants bringing a new look to some existing favorites. These are Airborne, a dystopian take on Terminal, and Skidgrow, a mossy overgrown rendition of Skidrow.
Three new 6v6 game modes
Looking to further expand the available playlists, Sledgehammer Games has added three new game modes in MW3 Season 1. These are Team Gun Game and Snipers Only which are being added as permanent additions and Hordepoint as a limited-time mode.
Here’s what you can expect from each of the three new game modes:
- Team Gun Game: “Instead of the usual free-for-all action that Gun Game is famous for, Team Gun Game matches take place with base Team Deathmatch rules in effect, albeit with a few important differences: Every player starts with the same specific weapon, and you’re here to work with your squadmates, eliminating rival players as a team to progress through a set of eight predetermined weapons.”
- Snipers Only: “Got a steady hand and a predilection for quick scoping? Then drop into this mosh pit, where long-range shots are anticipated, and closer takedowns come down to your dexterity, Loadout, and correct magnification for your sniper scope.”
- Hordepoint: “Imagine the challenge of Hardpoint with an added enemy that doesn’t discriminate between SpecGru and KorTac — a shambling mass of zombies, with the occasional unwelcome Elite Zombie arriving to add to the pandemonium!”
Full MW3 Season 2 patch notes
Here are the full MW3 Season 2 patch notes:
Global
Gameplay
Today’s update includes substantial adjustments to core attributes of weapons in Modern Warfare III and Warzone. Prompted by player feedback and internal review, these changes intend to improve the precision and responsiveness of aiming, particularly while using a mouse – although, these changes may be observed regardless of the input device.
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.
These changes ensure that players with fast reflexes and precise aim aren’t disadvantaged the moment they aim down sights.
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.
These changes reward skillful aim. Simply put, where you’re aiming is where your bullets will go.
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.
Customization
- 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%).
We’ve adjusted health regeneration to better match the pace of gameplay. Now, for example, it’ll only take ~5s to heal from 1 to 150 health, down from the previous ~7.7s. These changes aim to enhance the intensity and satisfaction of gunfights.
We look forward to your feedback as we determine our next steps for health regeneration.
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 & 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%).
Damage multiplier increase allows for one-shot kills to the upper-arm.
- Lockwood Mk2 (MWII)
- Increased maximum damage from 110 to 125 (+14%).
- Decreased maximum damage range from 8.9m to 6.4m (-29%).
Damage increase allows for one-shot kills to the upper-torso within the maximum damage range.
- 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%).
Damage increase allows for one-shot kills to the upper-torso within the maximum damage range.
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%).
Damage range increase allows for one-shot kills to the head at a further distance.
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.
MW3 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 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:
- Rewards Reminder
- Players can earn Ranked Play rewards in three ways:
- Rank Rewards: Available at launch and can be earned in any Season.
- Players can continue their Season 1 Rank grind in Season 2.
- Season Rewards: Available at the start of a Season and only available in that Season.
- End of Season Rewards: Rewards that are awarded after the Season has ended and represent either your highest attained Division or an active placement in the Top 250 Division.
- Season 2 brings new Seasonal Division Camos to unlock in MWIII Ranked Play!
- Rank Rewards: Available at launch and can be earned in any Season.
- Players can earn Ranked Play rewards in three ways:
- Season 2 Rewards
- In addition to Rank Rewards, each Ranked Play Season will give players the opportunity to earn exclusive limited-time rewards.
- Throughout Season 2, players can earn the following rewards:
- 5 Wins: ‘MWIII Season 2 Competitor’ Weapon Sticker
- 10 Wins: ‘Pro Issue Gutter MCW’ Weapon Blueprint
- 25 Wins: ‘Farmed Them’ Weapon Charm
- 50 Wins: ‘Hard Day’s Work’ Large Weapon Decal
- 75 Wins: ‘MWIII Ranked Play Season 2’ Loading Screen
- 100 Wins: ‘MWIII Season 2 Ranked Veteran’ Weapon Camo
- End of Season Rewards
- At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season or an active placement in the Top 250 Division.
- Season 2 Division Rewards
- Bronze: ‘MWIII Season 2 Bronze’ Emblem
- Silver: ‘MWIII Season 2 Silver’ Emblem
- Gold: ‘MWIII Season 2 Gold’ Weapon Camo and Animated Emblem
- Platinum: ‘MWIII Season 2 Platinum’ Weapon Camo and Animated Emblem
- Diamond: ‘MWIII Season 2 Diamond’ Weapon Camo and Animated Emblem
- Crimson: ‘MWIII Season 2 Crimson’ Weapon Camo and Animated Emblem
- Iridescent: ‘MWIII Season 2 Iridescent’ Weapon Camo and Animated Emblem
- Top 250: ‘MWIII Season 2 Top 250’ Animated Weapon Camo, Animated Emblem, and Animated Calling Card
- Players must finish in the Top 250 Division to qualify for these rewards.
- Seasonal Division Operators
- Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone:
- Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Operator Skin set based on your highest Skill Division reached over the course of the Season.
- Top 250: Unlock the ‘Top 250 Competitor’ Operator Skin set by finishing a Season in the Top 250 Skill Division.
- Players must finish in the Top 250 Division to qualify for these rewards.
- Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons in Modern Warfare III and Warzone:
- Ranked Play First Place
- The player who finishes Season 2 in the #1 position on the Top 250 Leaderboard will receive an animated unique, one-of-a-kind Calling Card and Emblem for ultimate Season 2 bragging rights