Black Ops 7 New Update Patch Notes Revealed

A new Call of Duty: Black Ops 7 update rolled out in the afternoon (ET) of November 21, with Activision sharing its official patch notes soon afterward. The release introduces many weapon balancing tweaks and some changes to the Black Ops 7 aim assist feature, among other novelties.

The seventh Call of Duty: Black Ops game launched on November 14. It has received four updates over the next five days. Each of those patches was primarily focused on bug fixes and balance adjustments.

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5th Black Ops 7 Update Slightly Strengthens Aim Assist

Black Ops 7 Cover art

Another such update rolled out earlier today, November 21, marking the first-person shooter’s fifth revision to date. Its potentially most impactful change arrives in the form of a rebalanced Black Ops 7 rotational aim assist, a feature that helps controller users track moving targets by making small adjustments to their aim. Prior to the patch, the minimum rotational aim assist penalty sat at 35%, which has now been lowered to 25%. What this means in practice is that controller players will now receive slightly more assistance when their right-stick inputs aren’t perfectly tracking a target, easing the harsher feel of the launch-day tuning without restoring the stronger beta behavior.

Black Ops 7 Assault Rifles Should No Longer Rival SMGs in Mid-Range Combat (As Much)

The latest patch introduces balancing changes to a handful of Black Ops 7 weapon categories: Assault Rifles, SMGs, Marksman Rifles, Pistols, and LMGs. The biggest portion of the adjustments is aimed at addressing player complaints about SMGs underperforming relative to ARs, mostly because the latter were simply too good at too many ranges. To combat this, the developers have reduced the versatility of the strongest ARs—the M15 MOD 0, AK-27, MXR-17, X9 Maverick, and DS20 Mirage—while simultaneously improving the mid-range performance of several SMGs, including the Ryden 45K and RK-9.

The November 21 update slightly changes the Black Ops 7 HUD by giving a 10% increase to the viewable minimap area, on top of a previously implemented 15% increase. It also nerfs the Drone Pod Field Upgrade by increasing its charge time by 30 seconds—to a total of 3 minutes—and reducing its active drone duration from 10 to 8 seconds. Drone Pod damage has been lowered from 60 to 50 as well. Among Scorestreaks, the LDBR Second Strike Overclock has been buffed from 9 to 13 missiles per target, while the Hand Cannon Akimbo Overclock now features 7 rounds per gun, up from 5, and has had its hipfire spread reduced by 44%.

Call of Duty: Black Ops 7 Update #5 Patch Notes (Nov 21, 2025)

Aim Assist Changes

  • Minimum Rotational Aim Assist penalty reduced from 35% to 25%.

We intentionally took a big swing with our Aim Assist changes between Beta and Launch. Now that we’ve had time to collect data and player feedback, we’re making a slight adjustment as we do with all aspects of gameplay over time to hit our targets and address the wide range of feedback.

Black Ops 7 launched with a new right-stick aiming requirement for achieving maximum Rotational Aim Assist strength. When the right-stick isn’t used, or isn’t tracking a target effectively, players now experience a minimum Rotational Aim Assist strength. At launch, the minimum Rotational Aim Assist was a 35% reduction from the Beta. Our goal for this new mechanic and our other Aim Assist range changes is to provide the most competitive experience for all players and inputs. This slightly overshot our balance target, so we’re making a small tuning adjustment to the minimum Rotational Aim Assist.

Aim Assist is one of the most integral components of gameplay feel, so it’s crucial for us to settle on tuning that both feels great to play with and hits our balance goals. As always, we’ll continue to closely examine game data and player feedback.

Weapon Changes

We are pushing an early round of weapon tuning that aims at addressing some of the common pieces of feedback we have been seeing at launch. The main area of feedback has been SMG balance, particularly in relation to Assault Rifles. Most of our changes today aim to reduce the versatility of our highest performing ARs, and improve the mid-range performance of SMGs. You can find more details below. Aside from the SMGs, we have a handful of other individual weapon and prestige attachment adjustments. In general we really like the class variety we have been seeing so far.

This is just the beginning for weapon tuning in the opening weeks of Black Ops 7. We’ll be continuing to dial things in across weapons, prestige attachments, and the general attachment portfolio as we roll into our first season.

Assault Rifle Changes

  • Weapon Class Adjustment: Received Flinch increased from .15N to .18N.

M15 MOD 0 (AR) Adjustments

Assault Rifles are receiving a small flinch nerf so that they flinch harder than SMGs. This is not a huge adjustment, as we also don’t want to introduce lucky headshots into our full-auto gunfights. This flinch increase is small enough that it may affect players aiming for headshots and not well centered, but still not force most torso shots into headshots unintentionally.

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 22

Damage 21

Range 0 – 27.9m

Range 0 – 38.1m

Medium

Damage 21

Damage 19

Range 28m – 46.4m

Range 38.2m – 46.4m

Minimum

Damage 18

Damage 17

Range >46.4m

Range >46.4m

Additional Updates

  • Sprint to Fire time increased from 190ms to 210ms.
  • Tactical Sprint to Fire time increased from 300ms to 320ms.
  • Movement Speed reduced from 4.9m/s to 4.7m/s.
  • Crouch Movement Speed reduced from 2.8m/s to 2.6m/s.
  • Sprinting Movement Speed reduced from 7.0m/s to 6.9m/s.
  • ADS Movement Speed reduced from 3.2m/s to 3m/s.
  • Increased first shot recoil.
  • Slightly increased View Kick strength.

AK-27 (AR) Adjustments

The AK-27 was another AR that was more versatile than we’d like. Our intent for this one is to have a quicker TTK for the class, but with the tradeoff of high horizontal recoil as well as slower handling and mobility for an Assault Rifle. We’re pushing the handling and mobility penalties further, and introducing a bit more initial vertical recoil before it clamps (which is a unique characteristic of this weapon that we want to keep). The damage and range adjustments reduce some of the mid-range headshot potential, and then introduce additional damage falloff at long range so that the AK-27 is weaker against Marksman Rifles, LMGs, and Snipers at a distance.

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 26

Damage 26

Range 0 – 21m

Range 0 – 21m

Medium

Damage 24

Damage 22

Range 21.1m – 40.6m

Range 21.1m – 50.8m

Minimum

Damage 22

Damage 18

Range >40.6m

Range >50.8m

Additional Adjustments

  • Sprint to Fire time increased from 230ms to 250ms.
  • Tactical Sprint to Fire time increased from 340ms to 360ms.
  • Slide to Fire time increased from 430ms to 450ms.
  • Movement Speed reduced from 4.6m/s to 4.5m/s.
  • Crouch Movement Speed reduced from 2.6m/s to 2.5m/s.
  • ADS Movement Speed reduced from 3.0m/s to 2.9m/s.
  • Increased first shot recoil.
  • Slightly increased maximum Vertical Recoil climb.

MXR-17 (AR) Adjustments

  • Slide to Fire time increased from 420ms to 430ms.
  • ADS Movement Speed reduced from 3.1m/s to 3.0m/s.

X9 (AR) Maverick Adjustments

The X9 Maverick has been a very strong AR in the opening days of Black Ops 7. We’re very happy to have a burst weapon in the mix, so the changes here are fairly light. We are adjusting the max damage and body multipliers so that hitting at least one shot to the head, neck, upper torso, or upper arms is required for the one-burst at shorter ranges. We are also dropping the handling from above average for the class to about average, since the weapon has quite a bit of power and versatility.

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 34

Damage 33

Range 0 – 16.51m

Range 0 – 16.51m

Medium 1

Damage 31

Damage 31

Range 16.52m – 28.6m

Range 16.52m – 28.6m

Medium 2

Damage 29

Damage 29

Range 28.7m – 42.5m

Range 28.7m – 42.5m

Minimum

Damage 22

Damage 22

Range >42.5m

Range >42.5m

Additional Adjustments

  • Neck, Upper Torso, and Upper Arms now have a 1.05x multiplier (was 1x).
  • Sprint to Fire time increased from 180ms to 200ms.
  • Tactical Sprint to Fire time increased from 290ms to 310ms.
  • Slide to Fire time increased from 390ms to 420ms.
  • ADS Movement Speed reduced from 3.2m/s to 3.1m/s.

DS20 (AR) Mirage Adjustments

Additional Adjustments

  • Sprint to Fire time increased from 210ms to 220ms.
  • Tactical Sprint to Fire time increased from 320ms to 330ms.
  • ADS Movement Speed reduced from 3.1m/s to 3.0m/s.

SMG Adjustments

  • Weapon Class Adjustment: Received Flinch reduced from 0.17N to 0.12N.

SMGs are receiving a similar list of buffs across the board. Baseline, they are all receiving an improvement to their final damage range to add a handful of meters to some of their mid-range power. In addition, multiple attachments are receiving substantial improvements to their damage range traits. Our goal here is to help SMGs to contend with ARs more effectively out into medium ranges, but also require some build investment to do so especially well. We still want players to make some choices between creating ultra-fast SMG builds and those that have higher range capabilities, but Gunfighter shouldn’t feel like a requirement.

Similarly, the Rear Grip attachments that improve recoil are seeing a buff. There’s a tough handling tradeoff when taking recoil in that node, so we felt there was room to push these further. A few of the SMGs are receiving additional, baseline improvements to recoil as well.

Overall, we think this will give SMGs a more solid footing in Black Ops 7. We’ll continue to fine tune to make sure both SMGs and ARs have a role to play across our map portfolio.

Ryden 45K (SMG) Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 22

Damage 22

Range 0 – 10.4m

Range 0 – 10.4m

Medium 1

Damage 21

Damage 21

Range 10.5m – 17m

Range 10.5m – 17m

Medium 2

Damage 15

Damage 15

Range 17.1m – 29.2m

Range 17.1m – 34.3m

Minimum

Damage 13

Damage 13

Range >29.2m

Range >34.3m

Additional Adjustments

  • Aim Down Sight Speed improved from 210ms to 200ms.
  • Slightly reduced Gun Kick deviation.
  • Slightly reduced View Kick strength and deviation.

Attachment Adjustments

  • 12” Vienna Barrel

    • Damage Range improvement increased from 23% to 32%.
  • 10.5” Greaves Whiptail Barrel

    • Damage Range improvement increased from 11.5% to 19%.
  • Skeletonized Grip

    • Horizontal Recoil improvement increased from 8% to 16%.
  • Bounty Grip

    • Vertical Recoil improvement increased from 8% to 13%.
    • First Shot Recoil improvement increased from 60% to 63%.
  • EMT3 Agile Laser

    • Damage Range improvement increased from 11% to 19%.

RK-9 (SMG) Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 32

Damage 32

Range 0 – 9.1m

Range 0 – 9.1m

Medium 1

Damage 30

Damage 30

Range 9.2m – 20.1m

Range 9.2m – 20.1m

Medium 2

Damage 23

Damage 23

Range 20.2m – 26.7m

Range 20.2m – 27.9m

Minimum

Damage 18

Damage 18

Range >26.7m

Range >27.9m

Attachment Adjugments

  • 13.6” Mercurial Barrel

    • Damage Range improvement increased from 17% to 27%.
  • 9.9” Bowen Cerium Barrel

    • Damage Range improvement increased from 8.5% to 17%.
  • Vega Precision Grip

    • Horizontal Recoil improvement increased from 8% to 12%.
  • Nanopulse Grip

    • Vertical Recoil improvement increased from 8% to 12%.
    • First Shot Recoil improvement increased from 60% to 62%.
  • EMT3 Agile Laser

    • Damage Range improvement increased from 8.5% to 17%

Razor 9mm (SMG) Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 21

Damage 21

Range 0 – 12.1m

Range 0 – 12.1m

Medium 1

Damage 17

Damage 17

Range 12.2m – 18.3m

Range 12.2m – 18.3m

Medium 2

Damage 13

Damage 13

Range 18.4m – 27.9m

Range 18.4m – 30.5m

Minimum

Damage 11

Damage 11

Range >27.9m

Range >30.5m

Additional Adjugments

  • Slightly reduced Gun Kick strength and deviation.
  • Slightly reduced View Kick strength and deviation.

Attachment Adjustments

  • 13” RL-Genesys Barrel

    • Damage Range improvement increased from 25% to 33%.
  • 9.5” Synthesis Barrel

    • Damage Range improvement increased from 12.5% to 21%.
  • EAM Pushback Grip

    • Horizontal Recoil improvement increased from 9% to 16%.
  • Vice Grip

    • Vertical Recoil improvement increased from 8% to 17%.
  • EMT3 Agile Laser

    • Damage Range improvement increased from 12% to 20%.

Dravec 45 (SMG) Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 26

Damage 26

Range 0 – 13.3m

Range 0 – 13.3m

Medium 1

Damage 21

Damage 21

Range 13.4m – 23.5m

Range 13.4m – 23.5m

Medium 2

Damage 17

Damage 17

Range 23.6m – 32.5m

Range 23.6m – 36.8m

Minimum

Damage 15

Damage 15

Range >32.5m

Range >36.8m

Carbon 57 (SMG) Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 22

Damage 22

Range 0 – 14.6m

Range 0 – 14.6m

Medium 1

Damage 18

Damage 18

Range 14.6m – 22.1m

Range 14.6m – 22.1m

Medium 2

Damage 15

Damage 15

Range 22.2m – 30.5m

Range 22.2m – 33m

Minimum

Damage 13

Damage 13

Range >30.5m

Range >33m

Additional Adjustments

  • Slightly reduced View Kick strength and deviation.

Attachment Adjustments

  • 14” Rockleigh Barrel

    • Damage Range improvement increased from 30% to 35%.
  • 11” Greaves Repose Barrel

    • Damage Range improvement increased from 15% to 21%.
  • Dulcet Control Grip

    • Horizontal Recoil improvement increased from 8% to 15%.
  • Goliath Steady Grip

    • Vertical Recoil improvement increased from 8% to 15%.
  • EMT3 Agile Laser

    • Damage Range improvement increased from 13.5% to 21%.

MPC-25 (SMG) Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 30

Damage 30

Range 0 – 9.1m

Range 0 – 9.1m

Medium 1

Damage 23

Damage 23

Range 9.2m – 13.5m

Range 9.2m – 13.5m

Medium 2

Damage 19

Damage 19

Range 13.6m – 23.5m

Range 13.6m – 26m

Minimum

Damage 16

Damage 16

Range >23.5m

Range >26m

Additional Adjusments

  • Slide to Fire time improved from 290ms to 270ms.
  • Dive to Fire time improved from 370ms to 350ms.
  • Aim Down Sight time improved from 190ms to 180ms.
  • Slightly reduced Gun Kick deviation.
  • Slightly reduced View Kick strength.

Attachment Adjustments

  • 14.5” VAS Ashe Barrel

    • Damage Range improvement increased from 20% to 30%.
  • 10.4” Hydra Barrel

    • Damage Range improvement increased from 10% to 20%.
  • Vassal Stability Grip

    • Horizontal Recoil improvement increased from 5% to 17%.
  • Magnate Grip

    • Vertical Recoil improvement increased from 5% to 14%.
    • First Shot Recoil improvement increased from 40% to 60%.
  • EMT3 Agile Laser

    • Damage Range improvement increased from 10% to 20%.

Marksman Rifle Adjustments

The Warden 308 and M34 Novaline are both very high-power, precision weapons that we see doing very well so far in Black Ops 7. Our sentiment here is the same as the X9 Maverick, in that we are excited to have Marksman Rifles in the mix and want to keep it that way. For now we want to make sure there’s some counterplay to these weapons, and that playing aggressively with them requires attachment investment. Upping the flinch they receive and hitting the handling and mobility is the approach we’re taking for that.

Warden 308 (MR) Adjustments

The Warden 308 is also losing one-shot potential to the Upper Arms. We don’t want to touch the Upper Torso one-shot, as it’s important to this weapon’s viability. Given how quick it fires, though, we think it’s fair to require good centering.

Additional Adjustments

  • Upper Arm multipliers removed.
  • Sprint to Fire time increased from 220ms to 240ms.
  • Tactical Sprint to Fire time increased from 350ms to 370ms.
  • Aim Down Sight time increased from 320ms to 365ms.
  • Movement Speed reduced from 4.6m/s to 4.5m/s.
  • ADS Movement Speed reduced from 2.9m/s to 2.8m/s.
  • Received Flinch increased from 0.5N to 0.55N.

Attachment Updates

  • 16.2” Artemis-01 Barrel

    • No longer improves Lower Arm multipliers.

M34 (MR) Novaline Adjustments

Additional Adjustments

  • Sprint to Fire time increased from 230 ms to 250 ms.
  • Tactical Sprint to Fire time increased from 360 ms to 380 ms.
  • Slide to Fire time increased from 430 ms to 460 ms.
  • Dive to Fire time increased from 510 ms to 540 ms.
  • Movement Speed reduced from 4.5 m/s to 4.4 m/s.
  • Aim Down Sight time increased from 330 ms to 350 ms.
  • Received Flinch increased from 0.45 N to 0.5 N.

MK7.8 (LMG) Adjustments

Additional Adjustments

  • Aim Down Sight time improved from 460 ms to 440 ms.

Attachment Updates

MFS Heatshield Belt Fed

We saw some frustrations with the overheating on the MK.78 Prestige attachment. We have updated the overheat tuning so that the weapon fires longer before overheating and cools down faster. The penalty is longer if you do overheat, though.

  • Heat Accumulation reduced, increasing bullets to overheat from 43 to 55.
  • Heat Dissipation Time improved (heat falls quicker when not firing).
  • Overheat Penalty increased from 1.2 s to 1.9 s.

XM325 (LMG) Adjustments

Additional Adjustments

  • Aim Down Sight time improved from 400 ms to 390 ms.

Jäger 45 (Pistol) Adjustments

We have redesigned the Prestige barrel to have a slower rate of fire, but much higher base damage and range. The new tuning draws inspiration from the Skullsplitter Barrel for the 9mm PM in Black Ops 6, which brought unique gameplay to the pistol class that we also want to have available early on in Black Ops 7.

Jager 45 – 9.6″ MFS Vital Ace Barrel Damage Adjustments

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 31

Damage 60

Range 0 – 14.6m

Range 0 – 36.8m

Medium

Damage 29

None (removed)

Range 14.7m – 26.7m

No separate Medium range

Minimum

Damage 23

Damage 40

Range >26.7m

Range >36.8m

Additional Jäger 45 9.6″ MFS Vital Ace Barrel Adjustments

  • Headshot multiplier reduced from 3.25x to 1.8x.
  • Fire Rate reduced from 375 RPM to 200 RPM.
  • Sprint to Fire penalty reduced from 22% to 11%.
  • Aim Down Sight Speed penalty reduced from 13% to 10%.
  • Slightly reduced Gun Kick.

Velox 5.7 (Pistol) Adjustments

The pistols in Black Ops 7 are intentionally stronger than last year. We want them to feel more viable to main in a match, but with some limitations. The Velox 5.7 one-burst in close range was too strong, so it will now require at least one headshot mixed in.

Damage Tier

Pre-Patch

Post-Patch

Maximum

Damage 34

Damage 33

Range 0 – 6.4m

Range 0 – 6.4m

Medium 1

Damage 30

Damage 30

Range 6.5m – 19.7m

Range 6.5m – 19.7m

Medium 2

Damage 20

Damage 20

Range 19.8m – 25.4m

Range 19.8m – 25.4m

Minimum

Damage 19

Damage 19

Range >25.4m

Range >25.4m

Multiplayer UI Changes

  • Increased viewable minimap area an additional 10% on top of previous 15% increase.

Multiplayer Field Upgrades

  • Drone Pod

    • Increased Drone Pod charge time from 2.5 to 3 minutes.
    • Reduced Drone Pod active drone duration from 10 to 8 seconds.
    • Reduced Drone Pod damage from 60 to 50 damage.

Multiplayer Scorestreaks

  • Hand Cannon

    • Increased ammo for the Hand Cannon Akimbo Overlock from 5 to 7 rounds per gun; reduced hipfire spread by 44%.
    • Reduced ammo for the Hand Cannon Extended Mag Overclock from 12 to 10 rounds.
  • LDBR

    • Increased missile count for the LDBR Second Strike Overclock from 9 to 13 missiles per target.

Multiplayer Modes

  • Adjusted FFA spawn influencer size for all maps to address bad spawn issues.

Multiplayer Challenges

  • Changed the following camo challenge requirement:

    • “Kill enemies affected by your Tactical Equipment” to “Kill enemies affected by your Tactical or non-lethal Scorestreak”.
  • Fixed an issue where the Popcorn Medal wasn’t being awarded when getting 2 or more kills with the Needle Drone or Semtex Lethal Equipment.

Multiplayer Stability

  • Various crash and stability updates.

Zombies Maps

  • Ashes of the Damned

    • Reduced difficulty for the Boss fight in Ashes of the Damned.

      • Hoard Husk will regenerate after a minute of collection and give 25% more health.
      • Missiles have reduced effectiveness and will no longer fire while a Beam Attack is charging.
      • Interrupting the Beam Attack no longer reduces its cooldown before round 100.
      • Reduced damage to passengers riding in Ol’ Tessie and removed repair cooldown.
      • Increased cooldown on the boss ramming Ol’ Tessie in its immune phase.
      • Zursa will no longer spawn in Solo before round 100 and has reduced speed.

Zombies Gameplay

  • Closed an exploit that allowed players to stand on a light fixture at Vandorn Farm.
  • Closed an exploit that allowed players to block zombie pathing with Ol’ Tessie.

Zombies UI

  • Addressed a rare issue when entering Ol’ Tessie that could cause the HUD to refresh or the boss to spawn without a health bar.

Zombies Challenges

  • Increased the amount of Dead Wire Ammo kills required to unlock the Pathfinder Camo for the DS20 Mirage from 5 to 300.
  • Changed the following camo challenge requirement:

    • “Get Kills shortly after using a Field Upgrade” to “Get Kills while a Field Upgrade is active”.

Zombies Stability

  • Various crash and stability updates.

Co-Op Campaign / Endgame General Changes

  • Endgame is now available for all players who own Call of Duty: Black Ops 7.

Co-Op Campaign / Endgame Loadouts

  • Addressed an issue where some attachments on weapon builds would not be present after loading into a match.


cod black ops 7 tag page cover art


Released

November 14, 2025

ESRB

Mature 17+ / Blood and Gore, Intense Violence, Strong Language, Suggestive Themes, Use of Drugs


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