G_O

Member
Oct 28, 2017
1,972
For some reason I cannot enable HDR on the game. I have the digital copy and I have the ps5 version installed.

The option is shaded out and says "HDR calibration must be done though your operating system's settings"

HDR works fine on all other games
 

Calvin

Member
Oct 26, 2017
1,596
Odd question, but are there any PS5 players here that used the L1/R1 configuration for ADS/shooting in the past on PS4? Are you still playing that way, or have you had to make the switch to using L2/R2? That's essentially how I've played CoD for the past 11 years, but with how the DualSense is shaped I don't find it comfortable to do that anymore, and I'm not wild about the triggers they have for the 3rd generation in a row. It's definitely got me considering making the switch to Xbox for this generation's multiplatform shooters.
Yeah of COURSE. The triggers on the dualshock controllers are bizarrely far back - they have been since the DS3 at least. I find the exceedingly uncomfortable to use for shooting and ADS an they actively make me a worse player, so I switch to the bumpers. I have never played COD primarily on a PS system because of this - prefer to use the Xbox controller. This year the PC version performs so well I just am playing campaign on PS5 and the MP on PC.

Anyways, what you are saying is not only normal, I would say probably half the people I know who play on PS controllers and a significant chunk of the pro scene (99% of whom are on DS4 controllers) use flipped buttons.
 
Oct 25, 2017
29,816

I despise the aesthetic but i'll take another map.
BO4's Nuketown had a much better theme for this game.
latest
 

Tecnniqe

Community Resettler
Member
Oct 25, 2017
2,743
Antarctica
What we need is another zombie map and sadly it doesn't seem like we're getting Nuketown Zombies by the marketing of it :(
 

ara

Member
Oct 26, 2017
13,048
Not a fan of the new Nuketown aesthetic either tbh, but I'm excited to play it again
 
Oct 27, 2017
5,135
*!#'* $&";*!$(#;"'

All I have to say about this game right now. 😄

Why, after the update is 120hz refresh rate Disabled and greyed out when it worked yesterday? 🤬
 

HiLife

Avenger
Oct 25, 2017
40,049
Well. The first thing I noticed is that the air patrol requires less points now. Cruise requires more. Pretty sure the care package also requires more points too.
 

TheGhost

Banned
Oct 25, 2017
28,137
Long Island
Not a whole lot maps. When are we getting more? Do we have to wait a month after PS gets them? Purchased on my Xbox so i can share with my cousin.
 

Cake Boss

Member
Oct 25, 2017
8,084
A server Queue? wtffffffffffff

every year the most profitable billion dollar franchise has issues with servers. it's quite amazing really.
 

MrNelson

Community Resettler
Member
Oct 25, 2017
4,356
Yeah of COURSE. The triggers on the dualshock controllers are bizarrely far back - they have been since the DS3 at least. I find the exceedingly uncomfortable to use for shooting and ADS an they actively make me a worse player, so I switch to the bumpers. I have never played COD primarily on a PS system because of this - prefer to use the Xbox controller. This year the PC version performs so well I just am playing campaign on PS5 and the MP on PC.

Anyways, what you are saying is not only normal, I would say probably half the people I know who play on PS controllers and a significant chunk of the pro scene (99% of whom are on DS4 controllers) use flipped buttons.
Ya, I've been playing through more of the campaign just trying to get used to it, but I'm just not feeling it. It sucks that Sony doesn't allow PS4 controllers to be used on PS5 games, because I had no issues playing the beta with a DS4. May just end up selling it someone and picking up the Xbox version instead.
 

wbloop

Member
Oct 26, 2017
2,294
Germany
Odd question, but are there any PS5 players here that used the L1/R1 configuration for ADS/shooting in the past on PS4? Are you still playing that way, or have you had to make the switch to using L2/R2? That's essentially how I've played CoD for the past 11 years, but with how the DualSense is shaped I don't find it comfortable to do that anymore, and I'm not wild about the triggers they have for the 3rd generation in a row. It's definitely got me considering making the switch to Xbox for this generation's multiplatform shooters.
I play Cold War on PC, but I totally get what you mean. To try out back-compat on PS5 I tried MW1 Remastered and was instantly irritated by L1/R1. I switched to them on the DS4 because it was more comfortable that way but on the DualSense it's near-on impossible for me to enjoy it like that.
 

Cake Boss

Member
Oct 25, 2017
8,084
lmaoo i got a server disconnected playing the campaign sweet jesus modern gaming practices is a disease.
 

Tecnniqe

Community Resettler
Member
Oct 25, 2017
2,743
Antarctica
MULTIPLAYER

Weapons


  • Assault Rifles
    • FFAR1
      • Increased recoil.
      • Slightly reduced max damage by 3.5% (28 to 27).
      • Reduced max damage range by 34% (38m to 25m).
  • Submachine Guns
    • Submachine Gun Alpha
      • Reduced base effective damage range by 33% (15.24m to 10.16m).
      • Added more character to initial recoil by tweaking several bullet trajectories. (While this doesn't affect the vertical/horizontal control stats in Gunsmith, this change makes it more difficult to stay on target by adjusting the trajectories of several bullets in the initial firing experience.)
      • (Update: These changes were unintentionally reverted in today's update and will return in an upcoming update.)
  • Tactical Rifles
    • M16
      • Reduced max damage range by 15% (25.4m to 21.59m).
      • Increased sprint to fire time.
      • Slightly slowed move speed while firing.
      • Slightly increased delay between bursts.
      • Rebalanced fire rate bonuses on barrel attachments.
      • Slightly reduced effectiveness of laser attachments.
    • Tactical Rifle Charlie
      • Reduced max damage range by 20% (38.1m to 30.48m).
      • Increased sprint to fire time.
      • Slightly slowed move speed while firing.
      • Slightly increased delay between bursts.
      • Rebalanced fire rate bonuses on barrel attachments.
      • Slightly reduced effectiveness of laser attachments.
    • Type 63
      • Slightly increased fire rate.
      • Rebalanced fire rate bonuses on barrel attachments.
    • DMR 14
      • Slightly increased fire rate.
      • Rebalanced fire rate bonuses on barrel attachments.
  • Light Machine Guns
    • M60
      • Improved max damage ranges.
      • Improved movement speeds.
  • Sniper Rifles (All)
    • Adjusted Sprint to Fire times to account for early blend/interruption allowed via animation system.
      • The effective Sprint to Fire time is notably shorter than what is displayed in Gunsmith. We have plans to address the Gunsmith readout in a future update.
    • Adjusted movement speed impact when firing to intended values to make each shot feel more powerful.
    • Fine-tuned barrel attachments that improve idle sway to provide a unique feel on each gun.
  • Pistols
    • Magnum
      • Slightly improved fire rate.
      • Improved max damage range.
      • Improved visibility while firing after the first shot.
  • Shotguns
    • Shotgun Bravo
      • Slightly reduced damage between ranges from 5.8m to 7.7m.
Game Modes

  • Hardcore
    • Friendly fire system now properly transitions to reflect damage after 3 team kills.
  • Search & Destroy
    • Addressed an issue where defusing the bomb could take longer than the intended 7.5 seconds.
  • Free-For-All
    • Adjusted several starting spawns that allowed players to have line of sight on another player before the match started.
  • CDL Hardpoint
    • Addressed an issue where players would spawn outside of the intended play space when playing CDL Hardpoint in Custom Games.
  • Combined Arms
    • Improved the interaction when using Stationary Turrets in Combined Arms.
  • Spawns
    • Adjusted various spawns in Multiplayer game modes that could result in the player spawning above the ground.
  • Custom Games
    • Added Scorestreak Cost Overrides to Custom Games.
Scorestreaks

  • Combat Bow
    • Reduced ammo from 5 to 4.
  • Care Package
    • Increased cost from 1,800 to 2,000.
  • Sentry Turret
    • Reduced cost from 2,000 to 1,800.
  • Napalm Strike
    • Increased cost from 2,100 to 2,500.
  • Air Patrol
    • Reduced cost from 3,200 to 2,700.
  • Artillery
    • Increased cost from 2,500 to 3,000.
  • Cruise Missile
    • Increased cost from 2,600 to 3,500.
  • War Machine
    • Increased cost from 3,500 to 4,000.
  • Attack Helicopter
    • Increased cost from 4,000 to 4,500.
    • Increased damage from 50 to 75 per bullet.
    • Increased health from 4,500 to 5,000.
    • Decreased the duration of the screen shake from bullet impacts.
    • Reduced the amount of time the helicopter will stay in one place before relocating.
  • VTOL Escort
    • Reduced cost from 8,500 to 8,000.
    • Increased turret burst length and reduced cooldown time.
  • Chopper Gunner
    • Increased cost from 6,000 to 6,500.
    • Reduced the movement on the gun when firing.
Maps

  • Garrison
    • Addressed an issue where a player in the crawlspace could collide with players above them.
Equipment

  • Tomahawks can now be thrown immediately at round start.
Eliminations

  • Extended time after damaging an enemy that will count toward an Elimination if that enemy is killed.
Finishing Moves

  • Improved the ability to trigger a Finishing Move on misaligned surfaces.
  • Addressed an issue where players would end up in an unintended pose if they were downed while being eliminated by Finishing Move.
Stability

  • General
    • Fixed a crash that could occur during intro sequences of a Multiplayer match.
    • Fixed a crash that could occur when using Weapons/Ammo Caches.
    • Fixed multiple rare crashes that could occur while the player was downed.
    • Fixed a rare crash that could occur when pinging a downed friendly player.
    • Fixed a rare crash that could occur when taking damage as the inflictor disconnected from the game.
    • Fixed a rare crash that could occur when firing a locked-on missile.
    • Fixed a rare crash that could occur in Search and Destroy.
    • Added various stability fixes.
  • Scorestreaks
    • Fixed a rare crash that could occur when the player disconnected after their Care Package had landed.
    • Fixed a rare crash that could occur if the owner of a VTOL Scorestreak disconnected from the server as they were taking control of the Scorestreak.
    • Fixed a rare crash that could occur when using the Cruise Missile.
    • Fixed a rare crash related to Scorestreak score aggregation.
  • Progression
    • Fixed a crash involving incorrect Challenge progress tracking.
  • Vehicles
    • Fixed a rare crash that could occur when vehicles were being respawned.
  • Equipment
    • Fixed a rare crash related to the Decoy Grenade.
    • Fixed a rare crash that could occur if C4 was being detonated but it no longer existed.
  • Field Upgrades
    • Fixed a rare crash involving an incorrect volley count for the SAM Turret.
  • Killcam
    • Fixed a rare crash that could occur in limited-life modes when viewing the Killcam.
  • Perks
    • Fixed a very rare crash that could occur when the Forward Intel Perk attempted to adjust the player's mini-map range while the player was not alive at the time.
Misc. Fixes

  • UI
    • Addressed an issue where the player would receive a UI error when they returned to the lobby post-match.
    • Addressed an issue where, if a player respawned or joined in progress while their teammate was downed, their revive UI would be missing.
    • Addressed a rare occurrence where players would receive a UI error at the end of the exfil cinematic.
  • Progression
    • Addressed an issue where the Woods Operator Unlock Challenge would not progress correctly if different weapons were used during a killstreak.
  • Gunsmith
    • Addressed an issue where the player would lose functionality within the Pause menu if the Gunsmith menu remained open after the intro cutscene.
  • Vehicles
    • Addressed an issue where Operators are missing a pistol while riding as a passenger on vehicles when viewed in 3rd person.

ZOMBIES

Gameplay


  • Improved general zombie pathing.
  • Enemies will now use their out-of-bounds attacks against players in more unintended locations.
  • Closed various exploitable locations where the player could leave the intended play space.
Stability

  • Fixed a crash that could occur when Perks did not properly match up with the player's upgraded Perk Skills.
  • Fixed a crash that could occur when picking up Perk cans.
  • Added various stability fixes.
Bug Fixes

  • Perks
    • Addressed an issue that allowed obtaining multiple versions of the same Perk.
    • Addressed an issue that prevented purchasing the Elemental Pop Perk from one side of the machine.
  • Field Upgrades
    • Addressed an issue where the Tier III Aether Shroud could occasionally place the player under the floor.
  • Weapons
    • Addressed an issue that prevented attachments from applying to certain weapons.
    • Addressed an issue that caused certain weapons, such as the Ray Gun, to be lost when being revived.
    • Addressed an issue where Support rarity would display as the same rarity as the player's weapon instead of the rarity it was on the ground.
    • Addressed an issue that caused Set Showcase Weapon not to function properly in Create-a-Class.
  • Progression
    • Addressed an issue with the incorrect icon displaying when reaching Prestige 1.
    • Addressed an issue that caused weapon XP to be earned on weapons used by teammates.
    • Addressed an issue that allowed players to earn progress toward Dark Ops Challenges erroneously by joining a match in progress.
    • Addressed an issue that caused multiple inaccurate XP notifications to appear at the end of a co-op match.
  • HUD
    • Addressed an issue that caused the player's health bar on the HUD to not properly display as empty when dying under specific circumstances.
    • Addressed an issue where only two of the remaining players' names were visible after one of four players dropped out of the match.
    • Addressed an issue that caused incorrect player colors to appear on the HUD after death.
  • Visuals
    • Addressed an issue that caused enemy models to sometimes appear low quality.
    • Addressed an issue causing visual effects from Aether Shroud to continuously play after spectating.
  • Loot
    • Addressed an issue that sometimes prevented obtaining item drops.
  • Host Migration
    • Addressed various issues which sometimes caused host migration to fail.
    • Addressed an issue where players would get a UI error while attempting to open their scoreboard while migrating hosts.
  • Gunsmith
    • Addressed an issue that caused loss of functionality using the Gunsmith menu during the start of a match.
  • Mystery Box
    • Addressed an issue that prevented the weapon name from properly appearing after using the Mystery Box.
    • Addressed a rare issue that caused the Mystery Box to remain open after use.
  • Equipment
    • Addressed an issue that sometimes prevented the Decoy from being deactivated when thrown out of the play space.
  • Sensitivity
    • Addressed an issue that caused the player's controller sensitivity to be altered by the jump scare.
  • Dead Ops Arcade 3
    • Addressed an issue where the Arcade Machine pickup could cause a break in game progression.
    • Addressed an issue that caused enemies to spawn on top of players.
    • Addressed an issue where the player would see placeholder text before the opening cutscene played.
  • Onslaught
    • Addressed an issue where "Die Maschine" tips could appear while loading into an Onslaught match.
GLOBAL

Settings


  • Aim Response Curve Type options added to Settings.
Stability

  • Fixed a rare crash related to playing voiceover audio.
  • Fixed a rare crash related to player footstep effects.
Bug Fixes

  • Progression
    • Addressed an issue that made weapon camo and Challenge progress appear to reset after resuming from a suspended state.
    • Addressed an issue where Medals earned in-game were not displayed in the Barracks tab.
    • Addressed an issue where a Challenge's description could overlap with other text.
  • Camos
    • Addressed an issue with Mastery camos always appearing as locked in the Gunsmith but usable in Custom Games.
    • Addressed an issue where the "Equipped" icon was not showing correctly on the selected camo upon returning to the camo menu.
    • Addressed an issue that would allow players to equip any weapon camo in Custom Games.
  • Attachments
    • Addressed an issue where optic reticles could appear unlocked despite the player not meeting the requirements.
    • Addressed an issue where attachments always showed as unlocked when swapping Weapon Blueprints.
    • Addressed an issue that would unlock all optic reticles on Weapon Blueprints.
    • Reticles
    • Addressed an issue where reticles could appear upside-down.
  • Cosmetics
    • Addressed an issue where Stickers would not appear on weapons when selected in certain slots.
  • Operators
    • Addressed an issue where the CIA logo displayed for all Operators, regardless of affiliation.
  • UI
    • Addressed an issue where overlapping text was shown when receiving a friend request in-game through the user's Activision account.
    • Addressed a UI error that could occur when loading in as a CODCaster in Custom Games.
PC

Bug Fixes


  • Progression
    • Addressed an issue that displayed 0 XP earned in the After-Action Report when reaching Prestige 1.
  • Main Menu
    • Addressed an issue where the player could access the Multiplayer menu without having the Multiplayer Pack installed.
  • Settings
    • Addressed an issue where the option to enable Ray Tracing was displayed when not supported.
    • Addressed an issue where the Screen Space Reflections setting was stuck on Low Quality.
    • Updated the description of "Field of View" options in the Settings menu.
  • Friends List
    • Addressed an error notification when bringing the party back to the main menu.
  • Fireteam: Dirty Bomb
    • Addressed an issue with team names showing up incorrectly in the After-Action report of a Fireteam: Dirty Bomb match.
    • Addressed an issue where Battle.net friends would not display the rich presence of a friend playing Fireteam: Dirty Bomb.
    • Removed an unnecessary notification when joining Fireteam: Dirty Bomb playlists.
  • Aspect Ratio
    • Addressed aspect ratio issues in 16:10 for tutorial menus.
    • Addressed an aspect ratio issue with portal effects in Zombies.
KNOWN ISSUES

Note: The list below is not comprehensive and is intended to give everyone a general idea of some of the larger issues that we're tracking at the moment. For additional details, check out our Trello board and Activision Support's known issues list.

Multiplatform

  • Controllers
    • DualShock 4 may disconnect intermittently on PlayStation 4 system running on outdated system software. Update your PS4's system software to 8.01 to resolve.
  • Progression
    • After reaching Prestige 1, the player's Season Level number in the upper-right corner of the screen displays the correct level, but the level number displayed in the After-Action Report is currently inaccurate.
    • Some visual issues can occur during the level-up sequence.
    • Friends' level icons are not displayed until the player accesses the menu of any game mode.
  • Splitscreen
    • Visual issues can occur in splitscreen in Multiplayer.
    • Splitscreen is currently unavailable in Zombies.
  • Combat Record
    • "Elite Eliminations" in Zombies are not currently being tracked in the Combat Record.
  • Fireteam: Dirty Bomb
    • Team names in the After-Action Report scoreboard are currently incorrect for Fireteam: Dirty Bomb matches.
    • In rare cases, "Detonating Dirty Bomb" may stay on the player's HUD longer than intended.
  • Parties / Friend List
    • Party leaders may receive "You left the party" after bringing their party back out to the main menu.
    • Players are able to "Quick Join" a player that is marked as Offline.
  • Calling Cards
    • Calling Cards may revert to default or previously selected Calling Cards.
  • Scorestreaks
    • Chopper Gunner path on Crossroad Strike takes the player farther outside of the play space than intended.
  • Chat
    • The recipient's name is missing from the chat box when whispered from the Scoreboard.
PC

  • Various stability issues currently being investigated.
  • The Multiplayer menu currently shows up as "Partially Installed" when the Multiplayer package isn't installed.
  • The Connection pop-up overlaps currently with the account creation screen. Interacting with the error pop-up will allow the player to complete the sign-up process.
  • The camera in Theater cannot be rotated with the mouse.
Keyboard and Mouse

  • The Confirm button at the Change Display Name screen may stay locked even if the player enters text in the Edit box.
  • Quickly navigating through long scrolling lists using a mouse can currently cause stability issues.
 

eek

Member
Oct 26, 2017
2,288
Submachine Gun Alpha
Tactical Rifle Charlie


am i missing something? what are these and why do they call them this?

edit: it's the MP5 and AUG idk why they refer to it by the letter name in patch notes though
 

arimanius

Member
Oct 27, 2017
3,312
  • Addressed an issue where the Screen Space Reflections setting was stuck on Low Quality.
This is still broken for me.
 

HiLife

Avenger
Oct 25, 2017
40,049
"Fixed a patch that crashes in the intro of matches"

Literally just crashed at the intro and that is the only reason I'm typing this post.
 

SecondNature

Member
Oct 25, 2017
15,198
I like Miami. Sometimes its fun just to play a sniper map.

They need to shake up the meta already. Nerf stimshot. Nerf perk greed. Nerf Ninja. I just want to see more play styles.
 

Reddaye

Member
Mar 24, 2018
2,913
New Brunswick, Canada
As a pretty much exclusively TDM player, Miami is pretty dire. A lot of running around looking for people to shoot. Some hot spots have formed, but it's still too big for 6v6. I imagine FFA is a nightmare on that map.

Satellite is still the worst shit though. The only good thing about that map is the free executions.
 

Cosmo Kramer

Prophet of Regret - Chicken Chaser
Member
Oct 28, 2017
2,183
México
As a pretty much exclusively TDM player, Miami is pretty dire. A lot of running around looking for people to shoot. Some hot spots have formed, but it's still too big for 6v6. I imagine FFA is a nightmare on that map.

Satellite is still the worst shit though. The only good thing about that map is the free executions.
I think the ship map is the worse, tons of people camping on windows shooting you from across the map, i hate it
 

DuvalDevil

Member
Nov 18, 2020
4,176
Yeah, Miami is the worst of the bunch. Other than that, those launch maps are pretty great. Especially love the tank factory (whats it called?) and the smaller snow map. I like that those maps are so different to each other, no comparison to that samey looking maps in MW.
 

RiderKairuu

Member
Oct 25, 2017
1,086
Yeah, Miami is the worst of the bunch. Other than that, those launch maps are pretty great. Especially love the tank factory (whats it called?) and the smaller snow map. I like that those maps are so different to each other, no comparison to that samey looking maps in MW.
The Tank one is Garrison and I like that and Satellite the most. Def my two favorites.
 

Reddaye

Member
Mar 24, 2018
2,913
New Brunswick, Canada
I think the ship map is the worse, tons of people camping on windows shooting you from across the map, i hate it

I do well on that map usually, but it can be rough. It's pretty much all about power positions and maintaining map control. If a team locks down the sightlines it's not fun.

Let's be honest, these 8 launch maps are pretty forgettable in general. I can play on most of them and it's fine, but I wont miss them when Cold War is gone.
 

HiLife

Avenger
Oct 25, 2017
40,049
HC is awful. Always has been. I can't see the fun in every gun being a one shot. Surprised they didn't prevent noob tube spam in the beginning.