Warzone Season 3 patch notes: HRM & Swarm nerfs, RAM 7 nerf, Rebirth Island return, more

Jacob Hale
rebirth island building

Season 3 of Modern Warfare 3 is finally here, bringing with it some huge changes to Call of Duty Warzone. Here are the biggest changes and full patch notes for Warzone Season 3.

Rebirth Island return

The biggest change coming to Warzone in Season 3 is the reintroduction of Rebirth Island to the COD battle royale title, albeit with some updated POIs to keep things fresh and looking like a new map.

Not only is the map back in Warzone after years of fanfare, but it will also replace Fortune’s Keep as the ranked play map for Season 3 from day one.

RAM nerfed, SMG nerfs

The Warzone meta could be set to change massively, after a series of SMG nerfs, with sprint to fire time increases as well as damage reductions across a number of weapons.

On the medium- to long-range front, the meta RAM-7 was nerfed too.

Below are the full patch notes for Warzone Season 3.

Full Warzone Season 3 patch notes

MAPS

REBIRTH ISLAND

Infil Strikes In-Season

We sought to evolve classic points of interest without permanently altering iconic areas of Rebirth Island. Infil Strikes are a brand new addition that feature rare dynamic destruction scenarios during infil.

  • Lighthouse Disintegration
    • As a polarizing tower to snipe from or keep away from danger, we felt this landmark would make for a great target.
    • As the tower collapses on Prison it forms a ramp, allowing players to sprint directly to the roof of prison and the structure below the tower.
  • Prison Roof Collapse
    • Prison being one of the most powerful but also biggest points of interest in the map, this was an obvious target. 
    • This strike splits the roof in two creating separate engagement areas on top of new navigation opportunities. Players may now access the roof from the middle interior section of the prison.
  • Water Tower Wreckage
    • Similar to the lighthouse, the water tower is one of the highest positions in the map and also has very limited access points. At the same time, the ground near it lacks cover which resulted in a rough transition.
    • This strike splits the tower in half smoothing the transition between Industry and Prison while removing a polarizing position.

MODES

New

WARZONE BOOTCAMP

Refine your Battle Royale tactics in a new training mode against real players and bots. Game progression is limited in this mode and results will not count against your stats. Drop in, learn the ropes and get ready to take on the world.

This mode supports:

  • 20 Players
  • 24 Bots

RETURNING

REBIRTH RESURGENCE

  • This mode supports:
    • 44 Players
  • Vehicles will be enabled for Rebirth Island Resurgence later into Season 3.

GAMEPLAY

All Maps | All Modes

  • Buy Station Shuffle
    • We have adjusted buy station locations to encourage new combat scenarios and strategies.
  • Squad Assemble New Mechanic
    • On infil, squads that touch ground within close proximity of one another will be rewarded with additional experience, cash, and an Advanced Supply UAV.
    • This is disabled in Ranked, Lockdown and Plunder.

Urzikstan, Vondel | Battle Royale

  • Climb & PunishmentNew Gulag Public Event
    • Gulag rounds now have a chance to trigger this public event that drops 2 ladders providing an opportunity for both players to leave the arena alive.
    • In addition to redeployment, players are rewarded with $3,500 in cash for using this mechanic.

» Rebirth Island | Resurgence «

  • Biometrics Scanner
    • Biometric scanners are scattered across Rebirth Island.
    • Once per match, players who interact with one will receive one of many keycards, each of which provides a unique gameplay benefit when traded in at a Buy Station.
      • Bronze Keycard (Very Common):
        • Ammo
        • Cash
        • Armor Plates
        • Lethal & Tactical Equipment from your Favorite Loadout
      • Silver Keycard (Common):
        • Bronze Keycard Content
        • Perk Package from your Favorite Loadout
      • Gold Keycard (Uncommon):
        • Silver Keycard Content
        • Random Plate Carrier
        • Random Rare Field Upgrade
      • Platinum Keycard (Rare):
        • Gold Keycard Content
        • Random Epic plus Field Upgrade
        • Random Killstreak
      • Polyatomic Keycard (Very Rare):
        • 1 Classified Weapon
        • 5 Free Items at Buy Station
      • Orion Keycard (Extremely Rare):
        • 2 Classified Weapons
        • 10 Free Items at Buy Stations
    • Using biometric scanners with a squad member closeby increases the odds of receiving better keycards.
  • Smart Displays
    • Smart Displays can be found across Rebirth Island both inside and outside of buildings.
    • These displays will can provide players with useful information including:
      • High Activity Rate – Which POI has a large population of players.
      • First Player – Which player first reaches 10/15/25 eliminations.
      • Biometric Scanner – Which player has been lucky enough to find a Polyatomic or Orion keycard.
  • Spy DronesNew Contract
    • Eliminate a swarm of drones to receive useful rewards including up to 4 P.R.D.s and an AUAV. This is the perfect contract to get intel and reposition your squad quickly.
  • Staged Weapons
    • Similar to the previous iteration of Rebirth, we’ve included a series of hand-selected locations across the island that have a chance of spawning high quality weaponry for players to find.
  • Squad Rage New Field Upgrade
    • Squad Rage applies the exact effects of Battle Rage to all squad members within close proximity.
  • Resurgence Champion’s Quest
    • Expect the greatest Resurgence challenge conceivable as players must reduce 3 massive Resurgence timers within a very limited amount of time. Unforgiving, this quest will leave no room for mistakes.
    • The quest offers unique cosmetic rewards such as:
      • Engine Light’s On Weapon Camo
      • Material Handler Unique Operator Skin
      • Champion Banner Animated Calling Card 
      • Master Procrastinator Weapon Charm
      • Alpha Particles Weapon Sticker

» All Maps | All Modes «

  • Ground Loot
    • Molotovs, Thermites, and EMD grenades have been removed from ground loot.

We’re taking this opportunity to refine the loot experience and ensure that each item has a unique role to play. Those removed from loot will still be accessible in the loadout and we plan to take a further pass at the functional purpose of each item in the future.

  • Supply UAV Killstreak ImprovementsQuality of Life
    • Added a new functionality that highlights supply boxes through walls.
    • Now only displays legendary and favorite supply boxes to reduce minimap noise.

Urzikstan | All Modes

  • Heavy Chopper Balance
    • C4 Damage to Palfa increased to 45% of vehicle health, up from 25%.
    • JOKER Damage increased to 48% of vehicle health, up from 32%.
    • Semtex Damage increased to 20% of vehicle health, up from 15%.
    • Frag Damage increased to 20% of vehicle health, up from 15%.
    • Full Refuel and Repair time increased to 70 seconds, up from 60.
    • Max Fuel time decreased to 190, down from 210.

The heavy chopper has been a force to be reckoned with, often over-rewarding those hunkered down within. With the above changes, the pilot now needs more regular and longer refuel sessions. We’re also rewarding expert use of the C4 and JOKER against the vehicle itself.

» Urzikstan | Battle Royale «

  • Gulag Loadout Refresh
    • Gulag loadouts have been updated.

WEAPONS

NEW WEAPONS

  • FJX Horus Submachine Gun
    • An ultra-compact SMG with best-in-class CQC damage and mobility.
    • Available via Battle Pass Sector 8
  • MORS Sniper Rifle
    • This single-load railgun delivers a high-damage payload with excellent velocity and penetration.
    • Available via Battle Pass Sector 4
  • Gladiator Melee Weapon
    • A compact, concealable punch knife that was initially used by gamblers and politicians.
    • Available via Battle Pass Sector 15

NEW AFTERMARKET PARTS

  • JAK Cutthroat (Weekly Challenge Unlock)
    • Compatibility: MCW (MWIII), MTZ (MWIII), M4 (MWII) (Assault Rifle), and AMR9 (MWIII) (Submachine Gun) Platforms
    • This 3D-printed stock provides an unrivaled combination of speed and stability while aiming down sights.
  • JAK Revenger Kit (Weekly Challenge Unlock)
    • Compatibility: BP50 (MWIII) (Assault Rifle)
    • This conversion kit turns the BP50 into a CQC legend. A 9mm caliber conversion with shortened receiver and high-capacity magazine.
  • JAK Jawbreaker (Weekly Challenge Unlock)
    • Compatibility: KV Broadside (MWII) (Shotgun)
    • Converts this Shotgun into a hard-hitting, automatic Battle Rifle.
  • JAK Shadow Titan Kit (Weekly Challenge Unlock)
    • Compatibility: Bruen Mk9 (MWIII) (Light Machine Gun)
    • Converts the Bruen Mk9 into a compact and integrally suppressed light support weapon chambered in 300 blackout.

GENERAL ADJUSTMENTS

  • Decreased obstructive VFX while firing MWII Weapons to align with MWIII standards.
  • Removed variance from ADS Idle Sway, allowing a predictable sway pattern.

“Our next step toward improving the responsiveness and accuracy of aiming across all input devices in Modern Warfare III arrives in Season 3. As previously detailed, this mechanic discourages players from holding their sights for an extended period of time with a constant, subtle motion that introduces slight inaccuracy.

“In today’s update, we’ve removed variance from ADS Idle Sway, resulting in a predictable and consistent motion curve. This change raises the skill ceiling and rewards players who take the time to master their favorite Weapons.”

WEAPON ADJUSTMENTS

ASSAULT RIFLES

RAM-7
  • Max Damage decreased to 32, down from 36.
  • Near-Mid Damage decreased to 28, down from 30.
  • Max Damage Range decreased to 24.13 meters, down from 26.67.
  • Head Modifier decreased to 1.2x, down from 1.3x.
  • Neck Modifier decreased to 1x, down from 1.3x.
DG-56
  • Increased sprint to fire time to 199ms, up from 178ms.
LACHMANN 556 (MWII)
  • Max Damage increased to 28, up from 24.
  • Near-Mid Damage increased to 24, up from 21.
  • Neck Modifier increased to 1.1x, up from 1.06x.
  • Upper Torso Modifier increased to 1.1x, up from 1.06x.
  • Arm and Hand modifier increased to 1.1x, up from 1x.
M13C (MWII)
  • Max Damage Range increased to 21.59 meters, up from 17.78.
FR AVANCER (MWII)
  • Arm and Hand Modifiers increased to 1.12x, up from 1.06x.
TEMPUS RAZORBACK (MWII)
  • Max Damage increased to 28, up from 27.
  • Arm and Hand Modifiers increased to 1x, up from 0.9x.

BATTLE RIFLES

BAS-B
  • Decreased rate of fire to 600rpm, down from 667rpm.
  • Decreased recoil center speed by 6%.
  • JAK Outlaw-277
    • Max Damage decreased to 90, down from 100.
    • Near-Mid Damage Range decreased to 25.4 meters, down from 27.94.
    • Head Modifier decreased to 1.4x, down from 1.6x.
    • Upper Torso and Arms Modifiers decreased to 1.1x, down from 1.3x.
    • Decreased sprint to fire time to 226ms, down from 252ms.
    • Decreased aim down sight time to 240ms, down from 300ms.
    • Decreased aim down sight rate of fire penalty to 135%, down from 150%.
MTZ-762
  • Max Damage decreased to 38, down from 40.
  • Near-Mid Damage decreased to 35, down from 38.
SOA SUBVERTER
  • Max Damage Range decreased to 22.86 meters, down from 25.4.
  • Near-Mid Damage Range decreased to 41.91 meters, down from 46.23.
  • Increased sprint to fire time to 268ms, up from 256ms.
  • Increased aim down sight time to 290ms, up from 270ms.
SIDEWINDER
  • Decreased sprint to fire time to 210ms, down from 231ms.
  • Increased bullet velocity to 770m/s, up from 600m/s.

SUBMACHINE GUNS

RAM-9
  • Max Damage decreased to 27, down from 30.
  • Decreased sprint to fire time to 147ms, down from 178ms.
AMR9
  • Max Damage decreased to 27, down from 31.
  • Min Damage decreased to 22, down from 25.
  • Near-Mid Damage decreased to 25, down from 27.
  • Max Damage Range decreased to 17.78 meters, down from 22.86.
  • Near-Mid Damage Range decreased to 34.29 meters, down from 40.64.
  • Decreased sprint to fire time to 136ms, down from 189ms.
RIVAL-9
  • Increased sprint to fire time to 110ms, up from 93ms.
HRM-9
  • Increased sprint to fire time to 110ms, up from 94ms.
STRIKER
  • Increased sprint to fire time to 110ms, up from 100ms.
STRIKER 9
  • Max Damage Range increased to 12.19 meters, up from 10.67.
  • Increased sprint to fire time to 103ms, up from 100ms.
WSP-9
  • Increased sprint to fire time to 110ms, up from 88ms.
WSP SWARM
  • Increased sprint to fire time to 99ms, up from 88ms.
MX9 (MWII)
  • Near-Mid Damage increased to 28, up from 26.
  • Max Damage Range increased to 11.17 meters, up from 9.65.
LACHMANN SUB (MWII)
  • Max Damage increased to 28, up from 27.
  • Max Damage Range increased to 9.65 meters, up from 8.25.
BAS-P (MWII)
  • Max Damage increased to 28, up from 26.

LIGHT MACHINE GUNS

BRUEN MK9
  • Min Damage decreased to 24, down from 26.
  • Decreased aim down sight time to 350ms, down from 410ms.
TAQ ERADICATOR
  • Max Damage increased to 30, up from 28.
TAQ EVOLVERE
  • Increased sprint to fire time to 257ms, up from 245ms.
  • Increased aim down sight time to 415ms, up from 385ms.
  • 5.56 Belt Magazines
    • Decreased rate of fire to 789rpm, down from 857rpm.
RAPP H (MWII)
  • Upper Torso & Neck Modifier increased 1.1x, up from 1.08x.
  • Arm and Hand Modifier increased to 1.1x, up from 0.95x.
HCR 56 (MWII)
  • Max Damage Range increased to 33.65 meters, up from 30.73.
  • Arm and Hand Modifiers increased to 1.1x, up from 0.99x.
  • Leg Modifier increased to 1x, up from 0.95x.
RAAL MG (MWII)
  • Increased sprint to fire time to 216ms, up from 199ms.
  • Increased aim down sight time to 380ms, up from 330ms.

MARKSMAN RIFLES

TEMPUS TORRENT (MWII)
  • Max Damage decreased to 70, down from 74.

SNIPER RIFLES

XRK STALKER
  • Increased aim down sight time to 600ms, up from 580ms.
KV INHIBITOR
  • Increased aim down sight time to 580ms, up from 540ms.
SP-X 80 (MWII)
  • Increased sprint to fire time to 310ms, up from 270ms.
  • Increased aim down sight time to 590ms, up from 570ms.

HANDGUNS

RENETTI
  • Max Damage Range increased to 12.95 meters, up from 11.68.
WSP STINGER
  • Akimbo WSP Stinger Rear Grip
    • Increased rate of fire to 750rpm, up from 600rpm.

ATTACHMENTS

  • Heavy Bolts
    • Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles.
  • Cronen INTLAS MSP-12 Optic
    • Laser is no longer visible to enemies at the hip.
  • SL Razorhawk Laser Light
    • Flashlight is no longer visible to enemies at the hip.
    • Laser is no longer visible to enemies at the hip.
  • CS15 Scarlet Box Laser
    • Laser is no longer visible to enemies.
  • Verdant Hook Box Laser
    • Laser is no longer visible to enemies at the hip.
  • VT-7 Spiritfire Suppressor Muzzle
    • Increased sprint to fire speed penalty to 5%, up from 2%.
  • L4R Flash Hider Muzzle
    • Decreased horizontal recoil control benefit to 10%, down from 13%.
  • DR-6 Handstop Underbarrel
    • Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class.
  • Bruen Heavy Support Grip Underbarrel
    • Decreased horizontal recoil control benefit to 8%, down from 12%.

LOADOUT

ADJUSTMENTS

» Lethal Equipment «

  • Semtex
    • Damage radius decreased to 5m, down from 6.5m.
    • Outer damage increased to 110, up from 105.
    • E.O.D. will now prevent the victim from going down when stuck with a Semtex.

Semtex has been a dominant choice for quite some time. With these changes we are looking to provide more opportunities for other grenades to be a fair pick.

  • Breacher Drone
    • Damage radius increased to 10m, up from 3.5m.
    • Outer damage decreased to 75, down from 125.
    • Inner damage decreased to 155, down from 175.
    • Drone velocity increased to 0.75, up from 0.4.
  • Claymore
    • Outer damage increased to 125, up from 100.
    • Inner damage increased to 250, up from 170.
  • Molotov
    • Phase 1 burn damage increased to 20, up from 15.
    • Phase 2 burn damage increased to 35, up from 25.
    • Phase 3 burn damage increased to 40, up from 30.
  • Drill Charge
    • Burrowed
      • Outer damage increased to 77, up from 70.
      • Inner damage increased to 155, up from 140.
    • Not Burrowed
      • Outer damage increased to 77, up from 70.
      • Inner damage increased to 155, up from 140.
    • Round (Underbarrel)
      • Outer damage increased to 77, up from 70.
      • Inner damage increased to 155, up from 140.
  • Thermobaric Grenade
    • Outer damage increased to 110, up from 75.
    • Mid damage increased to 125, up from 80.
    • Inner damage increased to 155, up from 90.
  • Proximity Mine
    • When Triggered by a Player:
      • Damage Outer increased to 155, up from 105.
      • Damage Inner decreased to 225, down from 275.
    • When Triggered by Damage:
      • Damage Outer increased to 110, up from 105.
  • C4
    • Radius increased to 7.8m, up from 6.5m.
    • Detonation Delay decreased to 0.05, down from 0.1.
    • Damage Inner increased to 275, up from 200.
    • Damage Outer increased to155, up from 105.
    • Velocity increased to 600, up from 425.

» Tactical Equipment «

  • Snapshot Grenade
    • Outline duration increased to 5 seconds, up from 1.65.
    • Outline radius increased to 15m, up from 9.5m.
    • Will now require Line of Sight.
    • Snapshots will now persist their outlines if the victim is in smoke.
    • Battle Hardened will counter this.

Within the current ecosystem of equipment we want to provide opportunities for counterplay. With Smokes being a dominant item, the Snapshot will now act as a direct counter. With this change we have required that Snapshots have line of sight when they perform the “snap” to reveal enemy players.

  • Scatter Mine
    • Outer damage decreased to 10, down from 25.
    • Inner damage decreased to 15, down from 25.
    • The mine will now debuff player movement for 3 seconds when they are hit by a mine.
      • Frangible Debuff – Players are unable to sprint, slide, or jump. Movement speed decreased.

» Killstreaks «

  • Mosquito Drone
    • The attack delay of the active drone increased to 3 seconds, up from 0.5 seconds.
    • This provides more time between when the drone sees you, activates (audible sound), and then flies to its attack destination.
    • The radius and height that the drone patrols has been slightly increased to perform better and create less issues with geometry below the drone.
    • The drones targeting has been widened slightly to provide better coverage within its patrol radius This helps to avoid unintended blind spots..
    • The visual for the killstreak on the maps will now be a static circle showcasing the danger/safety areas for the enemy/ally.
    • Damage radius increased to 10m, up from 6.3m.
    • Outer damage decreased to 175, down from  225.
    • Inner damage decreased to 250, down from 300.
    • Destroyed damage radius increased to 2.5m, up from 1.3m.
    • Destroyed outer and inner damage increased to 110, up from 75.

We have heard feedback both internally and externally that the Mosquito Drone inside of Warzone felt inconsistent and unpredictable at times. With these changes we are creating a clear definition of danger zones. Further we have tuned the timing and damage of the drone to better allow reflexive and predictive movements when targeted by the drone.

» Field Upgrades «

  • Armor Box
    • Reduced the number of armor plates supplied to 4, down from 6.
    • Additionally, we have reduced the price of an armor plate in the buy station from $500 to $300.

WARZONE RANKED PLAY: RESURGENCE

Warzone Ranked Play: Resurgence continues in Season 3, with a new location to hone your talents: Rebirth Island! Check out the full patch notes below to get all the details on the updated match rule set for Rebirth Island and NEW Seasonal Rewards, like the Pro Issue WSP Swarm and Divisional Camo Rewards.

New to Rebirth Island? Get all the map details right here.

MATCH RULESET UPDATE

  • Map
    • Rebirth Island
  • Mode
    • Resurgence
  • Player Level Requirement
    • Level 55
  • Squad Size
    • Trios
  • Max Player Count
    • 45 (15 Squads)
  • Gameplay
    • Rebirth Island Map Adjustments
  • Infil Strikes: Enabled
    • Biometric Scanners: Disabled
    • Squad Assembly: Disabled
    • Spy Drones Contract: Adjusted to offer a UAV instead of an Advanced UAV as loot.
  • Public Event Adjustments
    • Public Events in Resurgence Ranked Play occur at the same circle in each match.
      • Circle 2: Loadout Drop
      • Circle 3: Fire Sale
      • Circle 4: Restock
  • Spawn Protection
    • Reduced to 2.5s.
  • Weapon Adjustments
    • Snipers will not down players in one shot in Resurgence Ranked Play.
      • The weapon’s maximum damage will be 299.
  • Respawn Loadouts
    • Loadouts issued to players who are respawning are static, not random. 
  • Warzone Ranked Play: Resurgence Restrictions
    • Weapons
      • Melee
        • Riot Shields
      • Launchers
        • All
      • Shotguns
        • KV Broadside
        • MX Guardian
        • Haymaker
        • Riveter
    • Attachments
      • Ammunition
      • Snakeshot
      • Dragon’s Breath
    • Optics
      • All Thermals
    • Underbarrel
      • Jak Purifier
      • Corvus Torch
    • Trigger Action
      • Maelstrom Dual Trigger
    • Killstreaks
      • Mosquito Drone
    • Perks
      • Birdseye
      • Perk Packs
      • Technician 
      • Airman 
    • Plate Carrier
      • Comms Vest
    • Vehicles
      • All Turreted Ground Vehicles
      • All Turreted Aquatic Vehicles

REBIRTH ISLAND UPDATES

  • Placement Star Rewards, Placement SR Rewards, Kill & Assist SR, SR Fees, Death Fees, and SR Challenges have been adjusted for the new Max Player Count on Rebirth Island.

SR (SKILL RATING) & DIVISIONS

  • Test yourself against your peers and track that progress with a visible SR (Skill Rating) that determines your place across 8 Skill Divisions.
    • All new players begin a Warzone Ranked Play: Resurgence Competitive Season in Bronze I with 0 SR.
    • Players earn SR based on match performance with SR awarded for Kills, Assists, Kills earned by Squadmates, and outlasting other Squads.

Breakdown: Divisions & Tiers

  • Players can progress through eight Skill Divisions by reaching SR milestones:
    • Bronze – Starting Division
    • Silver – 900 SR 
    • Gold – 2,100 SR 
    • Platinum – 3,600 SR 
    • Diamond – 5,400 SR 
    • Crimson – 7,500 SR 
    • Iridescent – 10,000 SR 
    • Top 250 – 10,000+ SR
  • All Divisions except for Iridescent and Top 250 have 3 Tiers – Tier I, Tier II & Tier III. Climb into higher Tiers as you advance your way through each Division. 
  • Show Off Your Skill: It’s easy to see which Division someone is in in Warzone Ranked Play: Resurgence. Your entire Rank Icon will change color and material depending on your current Skill Division. Your current Tier is also prominently shown in the center of your Rank icon.

Breakdown: Earning SR

  • Kills and Assists
    • Players gain SR over the course of each match every time they get a Kill or Assist, with Kills and Assists being treated equally to encourage teamwork between Squadmates.
    • Players also receive some SR each time a Squadmate kets a Kill, even if they didn’t contribute to the Kill.
    • To reward high-stakes Kills and teamwork, SR increases over the course of each match based on the number of Squads left alive.

  • Final Placements
    • Players earn SR based on their Final Placement at the end of the match.
    • Players will see this SR added throughout the match. Reach Top 10 and you’ll gain 15 SR. Reach Top 7 and you will see another 15 SR for a total of 30 SR.

  • SR Tracker
    • Players will be able to see and track SR earned via Kills, Asists, Unassisted Squadmate Kills, and Placements on a visible tracker in-game.
    • The SR Tracker will be visible while alive or spectating a Squadmate and will always display your own SR for the current match.
    • If your team is eliminated, the SR Tracker will be hidden when spectating an Enemy Squad, and your final earned SR will be shown in the After Action Report.
  • Breakdown: Seasonal Challenges
    • Seasonal Challenges are a Ranked Play SR system which allow players to complete a finite amount of challenges each Season that reward a large amount of SR.
    • These one-time Seasonal SR Challenges are intended to supercharge SR gains at the start of each player’s Warzone Ranked Play: Resurgence Season. 
    • Players can complete the below challenges once per Season.

  • Breakdown: Death Fees
    • Death Fees are a SR system intended to ensure that every combat scenario feels high-stakes and that each life has meaning in Warzone Ranked Play: Resurgence.
    • Death Fees begin at Silver I, increasing in -SR with each Division, and apply with every death.
    • Competitors cannot lose more SR than their Deployment Fee which are listed further below.

Breakdown: Deployment Fees

  • Deployment Fees are a Ranked Play system that ensure that each division above Silver has increasing performance expectations which must be exceeded to progress.
  • Deployment Fees apply at the beginning of each match starting at Silver I, increasing in -SR with each Division, and are deducted from each player’s current SR total.
  • Players must earn this amount of SR in the following game if they wish to advance towards the next Skill Division or Tier. Failing to earn back the Deployment Fee will result in players losing SR for the match.
  • Breakdown: End of Season Skill Setback

    • At the end of each Season, your ending Skill Division and Skill Division Tier will determine where you start the following season: 
    • Bronze through Crimson I Players are set back three (3) Tiers below where they finished in the previous season.
    • Example: A Player ending Season 3 in Gold III will begin Season 4 in Silver III.
    • Players Crimson II and above will start Season 4 in Diamond I.
    • The highest starting position each Season is Diamond I.

    Top 250 Leaderboard & Division

    • The Top 250 Division returns, ranking the top 250 Ranked Play players in the world on an in-game Leaderboard that all players can view starting Day 1 of each season from within the Resurgence Ranked Play lobby.
      • Players will qualify for the Top 250 and appear on the Leaderboard as they surpass 10,000+ SR. 
      • The top 250 players with the highest SR above 10,000 will remain on the board and compete for 1st place over the remainder of the Season.
    • Ultimate Bragging Rights: In addition to new Rank and Seasonal Rewards in Warzone Ranked Play: Resurgence, the #1 Ranked Resurgence player will receive a unique, one-of-a-kind Calling Card and Emblem at the end of each Season.

    Ranks

    Separate from the player’s SR and Skill Division is Rank. Rank persists across Seasons to celebrate the player’s journey across their Ranked Play career.

    Breakdown: Ranks

    • All new players start at Rank 1 and can progress to Rank 50.
    • Players increase their Rank by earning Stars. Each match has the ability to award three (3) Stars dependent on match placement. Earn enough Stars to reach the next Rank.
    • Stars awarded by Placement:
    • WARZONE RANKED PLAY: RESURGENCE REWARDS

      Warzone Ranked Play: Resurgence offers a variety of valuable customization rewards available to players via ranking up and progressing through Skill Divisions.

      Breakdown: Rewards

      • Players can earn WZ Ranked Play: Resurgence rewards in three ways.
        • Rank Rewards: Available at launch and can be earned in any Season.
          • Players can continue their previous Rank grind in Season 3.
        • 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 3 brings new Seasonal Weapon Camos to unlock in WZ Ranked Play: Resurgence!

      New Season 3 Rewards

      • Throughout Season 3, players can earn the following rewards:
        • Placement Challenges
          • Finish Top 15 25 Times: ‘Eat. Sleep. Ranked. Repeat’ Large Weapon Decal
          • Finish Top 5 25 Times: ‘Pro Issue WSP Swarm’ SMG Weapon Blueprint
          • Finish 1st: ‘Straight Fire’ Weapon Charm
        • Kill & Assist Challenges
          • Get 25 Kills or Assists: ‘WZ Ranked Play Season 3 Competitor’ Weapon Sticker
          • Get 100 Kills or Assists: ‘WZ Ranked Play Season 3’ Loading Screen
          • Get 500 Kills or Assists: ‘WZ Ranked Play Season 3 Veteran’ Weapon Camo

      New 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 3 Division Rewards
        • Bronze: ‘WZ Season 3 Bronze’ Emblem
        • Silver: ‘WZ Season 3 Silver’ Emblem
        • Gold: ‘WZ Season 3 Gold’ Weapon Camo and Animated Emblem
        • Platinum: ‘WZ Season 3 Platinum’ Weapon Camo and Animated Emblem
        • Diamond: ‘WZ Season 3 Diamond’ Weapon Camo and Animated Emblem
        • Crimson: ‘WZ Season 3 Crimson’ Weapon Camo and Animated Emblem
        • Iridescent: ‘WZ Season 3 Iridescent’ Weapon Camo and Animated Emblem
        • Top 250: ‘WZ Season 3 Top 250’ Animated Weapon Camo, Animated Emblem, and Animated Calling Card
          • Players must finish in the Top 250 Division to qualify for these rewards.
      • Warzone Ranked Play: Resurgence Rewards
        • New in Modern Warfare III, Warzone Ranked Play: Resurgence competitors can also earn the Skill Division Operator Skin set for use with both 2024 CDL Male & Female Operators on both Factions.
        • Regardless of where you play, MWIII or Resurgence Ranked Play, show off your highest attained Division above Gold.
        • 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.
      • Ranked Play First Place
        • The player who finishes Season 3 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 3 bragging rights.

      COMPETITIVE INTEGRITY FEATURES

      • Rejoin: Players that unintentionally disconnect from a match will be able to reconnect to the match within 4 minutes.
        • In order to uphold the Competitive Integrity of Ranked Play, certain criteria must be met in order to rejoin a match:
          • Players must have at least 1 Squad member remaining.
          • There must be at least 3 Squads remaining in the match.
          • Players can only rejoin the same match once.
          • To protect against abuse, players can have their ability to Rejoin temporarily limited if they repeatedly disconnect from matches.
        • Callouts:
          • When a player disconnects their operator will remain in match and can be eliminated as if they were playing. Players who do not Rejoin during the allotted time will have their operator fully disconnected.
          • When a disconnected player is eliminated, their Resurgence timer will countdown as expected but they will only be redeployed once reconnected.
          • Players that have been eliminated for over 3 minutes and intentionally disconnect  via ‘Leave Match’ will not be presented with the option to Rejoin.
          • Players that disconnect while operating a vehicle will be ejected from the driver’s seat.
      • Squad Backout / Match Cancel: If you lose a matchmade teammate before the match begins, your squad will be taken back to the lobby so you don’t start the match shorthanded. If too many squads get backed out before the match begins, we will return everyone to the lobby to find a better match.
      • Suspensions & Penalties: Disconnecting from matches early and not rejoining can result in SR Penalties and Matchmaking Suspensions. Repeated disconnects will result in higher SR Penalties and longer Suspensions.
        • Note: Players that have been eliminated for over three minutes can disconnect from the match via “Leave Match” without penalties.
      • SR Forgiveness: If a matchmade teammate disconnects during a game and does not rejoin, you won’t lose any SR for the match. You’ll still be able to gain SR if you manage to gain more than your Deployment Fee. However, SR Forgiveness does not apply if a party member leaves the match early. 
      • Demotion Protection: Every time you are promoted to a new Division, you’ll gain 3 games of Demotion Protection where you won’t lose any SR. Once those games have passed, if you happen to lose enough SR where you would normally get demoted, you’ll instead only lose enough SR to reach the Division SR floor (Gold would be 2100 SR for example) to give you one more chance before getting demoted.
      • Party SR Restrictions: To ensure competitive fairness and balance of matches in higher Skill Divisions, players in certain Divisions can only party up with players around their current SR. The player with the highest Skill Division in the party determines which Party SR Restrictions are used:
        • Bronze – Platinum: Can party up without any restrictions
        • Diamond: Can party within 2 Skill Divisions
        • Crimson & Iridescent (Including Top 250): Can party with players within 1 Skill Division

      ADDITIONAL FEATURES

      • Hot Streaks: Win a Ranked Play game to earn Victory Streak Flames that appear behind your Rank Icon in the lobby and in-game. Extend your win streak to progress the flames. Victory Streak Flames expire when you are eliminated or after 72 hours without playing a Ranked Play match. Go on a roll and the competition will know the heat is coming.
      • Social Profile: Your Warzone Ranked Play: Resurgence Rank & Division icon will be added to your Social profile anywhere your profile is viewed across Modern Warfare III and Call of Duty: Warzone.

      UI/UX

      • Operators Filter
        • Allows players to filter the Operators in the Operators Screen by Status, Games, and to sort them by Default, Newest First and Alphabetical Order.
      • Speakers Test Option in Settings Menu 
        • Allows players to configure and test their speakers setup in order to optimize their audio experience.
      • Cinematic Cutscenes
        • Seasonal cinematic cutscenes can now be skipped.
      • Firing Range Tac-Stance
        • Tac-Stance status is now indicated on the HUD in the Firing Range.
      • Mastery Emblem Unlock
        • Mastery Emblem unlock requirements are now displayed in the Customization menu.
      • Gunsmith Attachment Filters
        • Changed filter combination logic from AND to OR.
        • Selected filters are now reset after each game session.
        • Removed redundant Locked and Unlocked filters.
        • Filters button now displays actively engaged filters.
      • Clear Team Pings Quality of Life
        • Added an option in the Ping Wheel to clear squad pings.

      This option will clear all pings from a player’s screen. This means that the player’s own pings will be deleted while squad member pings will be cleared only from the player’s perspective.

      • Custom Perk Pack Flow Quality of Life
        • When creating a new loadout, if no Custom Perk Packages exist, one will be created with the “starter” perks and equipped. 
        • If a Custom Perk Package does exist, the new Loadout will use the player’s first Custom Perk Package.
      • Hold to Stow Duplicate Items Improvement Quality of Life
        • Users can now Hold to Stow items that they already have equipped. 
      • Improved Ranked Messaging when Kicked Quality of Life
        • Added more clarity to Ranked messaging when kicked due to incomplete squad.
      • Redeploy Pack and Gulag Token Conversion in Loot Feed Quality of Life
        • When Redeploy Packs and Gulag Tokens are converted to money when the gulag closes, that money amount will now appear on the loot feed.
      • Prestige Levels Display Quality of Life
        • Prestige levels will now show in the Warzone progression menu.

      BUG FIXES

      • Fixed an issue preventing eliminated players from dropping armor plates if they haven’t looted armor plates.
      • Fixed an issue where players that rapidly opened and closed the buystation could not interact with it.
      • Fixed an issue where self revive would display both “Swap” and “Hold to Stow” prompts if player had a full inventory and one already equipped.
      • Fixed an issue causing the incorrect voice lines to play from a Bunker Buster.
      • Fixed an issue causing Redeploy Packs to stay in the player’s backpack after the Gulag closes.
      • Fixed an issue causing players to be redirected to Resurgence Ranked Play after completing a Battle Royal match.
      • Fixed an issue preventing supply boxes on the Research Vessel from appearing after a player activates a Supply UAV.
      • Fixed an issue preventing the “stow” prompt to appear when looting a Plate Carrier.
      • Fixed an issue causing the “Toggle Mute” option to be non-functional while in a match.
      • Fixed an issue causing the Loadout selection to remain on screen during the infil cinematic.
      • Fixed an issue causing “fist” eliminations to incorrectly display on the elimination cam.
      • Fixed an issue causing the JAK Purifier audio to be silent when on an ascender or zipline.
      • Fixed an issue where players were seeing all Champion’s Quest rewards after any CQ match.
      • Fixed an issue causing duplicate splashes to appear when Most Wanted time is reduced after opening crates.
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