Following a mixed opening weekend, the MW4 Beta weekend 2 patch notes contain plenty of changes. After generating plenty of feedback from the first MW4 beta weekend, Infinity Ward has shed light on what its working on and introducing in the second weekend. Alongside various adjustments, Weekend 2 sees the arrival of the Zodiac Warzone Resurgence map, giving you a chance to drop into the action before it joins the map pool. Here, find the full MW4 Beta Weekend 2 patch notes and the confirmed changes aiming to enhance multiplayer.
Confirmed MW4 Beta Weekend 2 Changes

Before the servers are switched back on, Infinity Ward says that it is acting on the feedback it collected during the first weekend. While the full patch notes haven’t appeared just yet, here’s what you can expect to feel different in Weekend 2:
- Longer TTK
- Movement changes
- Weapon balancing
The MW4 TTK was a major topic of debate among fans over Weekend 1. After playing several hours of the beta, the TTK was far too fast, creating a minimal skill gap. In a bid to create a larger skill gap, the developer has made the TTK longer. As a result, you’ll be able to use movement as a tool to outplay an opponent instead of being eliminated in the blink of an eye.
Movement for MW4 Beta Weekend 2 has also undergone adjustments. Sprinting and sliding during matches often felt sluggish as a result of removing Omnimovement. Infinity Ward hasn’t revealed the full extent of the movement changes, but you can expect a more fluid experience when navigating the map.
Lastly, weapon balancing is the next area of tuning. Throughout Weekend 1, the M4 assault rifle dominated the meta thanks to its fast rate of fire and low recoil. The ISO Nightshade SMG also excelled at close-range. With a dose of weapon balancing equipped, the meta is likely to change, offering you plenty of choice when creating a loadout.
MW4 Beta Weekend 2 Patch Notes
The full MW4 Beta Weekend 2 patch notes can be found below:
TIME-TO-KILL
After some updates last week, we still weren’t where we wanted to be with time-to-kill. We’re aiming for a slight increase to TTK so instead of changing base health, we focused on weapon tuning to improve durability without making weapons feel too weak at range. Every single weapon in our Beta has received an update for Weekend 2. These changes create more survivability and room for skill expression in combat.There’s more work to do here and we’re looking forward to hearing your feedback.
SPAWNS
In the final hours of Weekend 1, we adjusted spawns and spawn logic across all respawn modes to better separate players. Additionally, we greatly reduced spawning on squad members.
For Weekend 2, we wanted to build on these changes with adjustments to Hardpoint specifically. We feel the mode plays best when spawns are consistent and predictable. The prototype in the Beta today is a step toward that vision, but it is far from perfect. You may still see some bad spawns on smaller maps, and on larger maps you may spawn too far from the action. We are excited about the direction and will be improving things with your feedback.
Finally, we added Battle Hardened to the temporary spawn protection, reducing the effects of flash and concussion grenades immediately after spawning.
- Updated spawn logic to better separate players [added at the end of Beta Weekend 1]
- Deprioritized spawning near teammates [added at the end of Beta Weekend 1]
- Partially improved Hardpoint spawn system to improve predictability
- Added Battle Hardened to temporary spawn protection
- Temporarily disabled Hardpoint on Rooftops because of a spawn bug
MOVEMENT
We saw a lot of feedback about Tactical Sprint over Weekend 1, and we know there are a range of opinions about it. We have removed Tactical Sprint by default, which we think improves the pace of combat and gives the game a more classic feel. For players who prefer a faster playstyle, we moved it to a Perk and enhanced it by reducing its sprint-to-fire speed penalty. We have also adjusted Tac Sprint and slide speeds to rebalance them against each other.
This is an experiment for Beta which we hope improves the pace of the game and enhances player choice. If we decide to stick with this change, we need to consider its place in the Perk table and which other adjustments to Perks go along with it.
- Tac Sprint
- Moved Tactical Sprint to the Blood Rush Perk.
- Reduced Tactical Sprint sprint-to-fire time to match base sprint.
- Reduced Tactical Sprint speed by 4%.
- Sprint Speeds
- Increased knife base sprint speeds.
- Increased all pistol base sprint speeds.
- Slide Adjustments
- Increased slide-to-jump delay.
- Reduced slide distance by 10%.
- Reduced slide speed by 9%.
- Stamina
- Reduced stamina by 8%.
- Mantle
- Fixed an issue where players could mantle much higher than intended.
- Climbing
- Fixed an issue that caused stutters when climbing ladders and pipes.
As a reminder, movement in Warzone is close to Multiplayer but not 1-to-1, as many things have been tuned specifically for Warzone gameplay.
AIM ASSIST
For Weekend 2, we’ve made adjustments to aim assist to reduce its impact. In full transparency, this is not the exact tuning we want, so we will be working on dialing this in ahead of launch.
- These adjustments are global and will apply to Warzone.
KILLSTREAKS
In Weekend 1, we saw the feedback around Killstreak spam and we had some duplicated announcer callout bugs that made this feel even worse in-match.
For Weekend 2, we fixed the announcer issue and bumped the base cost of all Killstreaks by 1 kill. This should limit Killstreak spam and keep matches more focused on gunplay.
- General
- Increased all Killstreak costs by 1 kill.
We also made some tweaks to Killstreak power so they aren’t taking away from the match, including reducing the radius and lethality of the Artillery Strike, and tuning the UAV to make it easier to take out.
- UAV
- Reduced UAV health by 60%.
- Reduced UAV height by 12%.
- Artillery Beacon
- Reduced the number of missiles from 6 to 5.
- Reduced the inner damage radius from 15.24 meters to 10.16 meters.
- Reduced the outer damage radius from 25.4 meters to 17.78 meters.
- Reduced the shockwave radius that knocks people down to 10.16 meters.
AUDIO
- Updated Sounds
- Added new versions of kill and headshot sounds.
- Adjusted enemy UAV sounds.
- Adjusted death’s door sounds.
- Adjusted gunfight intro sounds.
- Bomb Placement Audio
- Reduced the maximum distance for bomb-placement audio in Search and Destroy.
- Fixed an issue where bomb pickup and drop sounds were being broadcast to both teams.
UI/UX
- Updated the Underhand Throw setting description and set the default keybind to “melee” from “ADS” on keyboard and mouse.
PC UPDATES
- General improvements to performance and frame rate stability.
- Reduced memory usage on High VRAM GPUs.
- Fixed several sources of intermittent GPU hitching across all GPU manufacturers.
BUG FIXES
- Campaign
- Fixed an issue where the player’s camera could remain tilted after the catwalk platform began to collapse.
- Fixed an issue to improve the Escape sequence by making the grab icon appear more consistently when it’s safe to jump to the first pipe.
- Fixed the difficulty of combat outside of the Nuclear Reactor Facility.
- Damage Indicators
- Fixed an issue where blood-screen visual effects could persist across player state transitions.
- Search and Destroy
- Fixed an issue where Search and Destroy could display inconsistent XP amounts per elimination.
- Loadouts & Gunsmith
- Removed the Create a Class unlock tip in the Quick Nav menu when it has been unlocked already.
- Fixed an issue where the Gunsmith buttons were incorrectly positioned in the In-Game Loadout Select menu.
- Han 86
- Fixed an issue with the finger pose when using the Canted Hybrid optic.
- Fixed an issue where the warning beep could loop.
- Fixed an issue with the grip pose when using the Apex and Magazine attachment combination.
- Fixed an issue where the airburst effect could freeze on-screen if the player died while charging it.
- Kastov 762
- Fixed an issue where a sticker could fail to display.
- Hyeon Burst
- Fixed an issue where optics could block the player’s view while supine prone.
- Sang 9mm
- Fixed an issue where the Sang 9mm inspection animation could incorrectly show an empty magazine when ammunition remained.
- Fixed an issue causing the firing pins to briefly appear detached when reloading with Akimbo and Extended Magazine attachments equipped.
- Fixed various first person firing animation issues.
- C4
- Fixed an issue where C4 could briefly reappear in the player’s hands during the detonation animation.
- Spotter Scope
- Fixed the Spotter Scope head-icon visibility behavior.
- Mounting
- Fixed a crash that could occur while mounting.
- Game Settings
- Fixed an issue where the selected FOV for Single Player was not properly indicated in the menu.
- Camos
- Fixed an issue preventing Vault Edition Camos from being applied to Melee Weapons.
- Play of the Game
- Fixed an issue where Stocksaw and Knife attachments could appear floating during the Play of the Game intro sequence.
- After Action Report
- Fixed an issue where XP text could overlap on the After Action Report progression tile.
- Fixed an issue causing weapon progression sound effects in the After Action Report to become out of sync.
- Operator Menus
- Fixed an issue that could cause the Operator Select menu to close unexpectedly.
- Fixed an issue where selecting Change Skins during an Operator intro animation could prevent Operator selection.
- In-Game HUD
- Fixed an issue where the killstreak UI could disappear.
- Fixed an issue where Marksman Rifles were incorrectly labeled as Sniper Rifles in the Killcam.
- Social & Lobby Menus
- Fixed an issue where updates to Calling Cards were not reflected on the Quick Nav profile button.
- Fixed an issue where opening the Keyboard Overlay could also unintentionally open the Quick Navigation menu.
KNOWN ISSUES
- There is an issue in the Hijack game mode where the data spike may become unrecoverable.
- Hardpoint has been temporarily disabled on Rooftops.
- There are various issues in the front end UI where we recognize there is not enough clarity on attachment skips. We’re working on improvements for this.
- We’re investigating some reports of teammate dots persisting on the mini-map.
That’s everything there is to know about the MW4 Beta Weekend 2 patch notes. For more Call of Duty intel, stay tuned to GamesHorizon for all the latest guides featuring the latest tips, tricks, and meta loadouts.




