Call of Duty

Major armor nerf, new characters, and more added in latest update for Blackout beta - full patch notes

by Albert Petrosyan

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Treyarch have released a new patch update for the private beta of Call of Duty: Black Ops 4's Blackout battle royale mode.

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This version 1.08 update, released on September 13, comes in at 1.7GB in size and includes several new additions and fixes.

The main tuning adjustment of note in this update is the major nerf applied to the in-game Armor, reducing the effectiveness of both the Level 3 and Level 2 varieties.

Armor was the top point of contention among many Blackout players, who felt that the Level 3 version was too strong, making it one of the more overpowered items in the game.

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In addition to the tuning to Armor, Treyarch have also standardized the time it takes to consume all Perks, changing it to two second across the board.

There are also several new features of note that have been added via this update, including a brand new Featured playlist called Close Quarters.

Kill-cams have also been enabled, allowing players to view a short clip of how and from where they were eliminated, from the perspective of the enemy player.

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This update has also unlocked a slew of new playable characters from past Black Ops titles, and they can be found in the 'Blackout' tab in the character selection menu. However, all of the Zombies characters remain locked for now.  

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The full official patch notes for the 1.08 Blackout beta update can be read below, as provided by Treyarch.

  • Playlist Update:
    • Changed Featured playlist to Close Quarters (Solos only)
  • Character Updates
    • Mason, Menendez, Reznov, and Woods unlocked in Character menu
  • Miscellaneous:
    • Enabled Killcam
    • General stability fixes
    • UI Error fix
  • Tuning Updates:
    • Armor:
      • Level 3 Armor will now break sooner and pass more damage to the player wearing it. It still offers headshot and other damage mitigation. Level 2 Armor was minorly adjusted as well. In a game where time between the first and second shots can be measured in milliseconds, it’s key to our design philosophy to be sure you can feel the difference between similar gameplay Items. More tuning to come here as we gather data from the Beta.
    • Perk Consumables:
      • We’ve changed the time it takes to activate all Perks to 2 seconds. We are currently evaluating if that will be a permanent change, but we are eager to learn how much the use time of a Perk impacts how and when Perks are used.

Source - Reddit