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.
Call of Duty: Black Ops 7 Update Adds Fan-Favorite Multiplayer Map
A new Call of Duty: Black Ops 7 playlist update for November 20 adds one of the series’ most iconic and beloved Multiplayer maps.
5th Black Ops 7 Update Slightly Strengthens Aim Assist
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





