Black Ops 6:Weapons detail, part 2

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Global Weapon Builds

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Whether you’re playing Black Ops 6 Multiplayer, Round Based Zombies or Call of Duty®: Warzone™ (at Season 1), you can utilize a weapon build you’ve created across all three game modes. This time-saving innovation allows you to make a change to any Build or Blueprint in any game, and it permeates out everywhere the gun is equipped. Here’s an example of how this works.

Let’s say you want to create an AMES 85 Variant. In the Loadout Menu (MP, RBZ, or WZ though MP is shown above), simply complete the following:
  • Select the weapon in question and go to “+ Create New Build.”
  • Choose the Base Weapon, or any of the Blueprints you’ve collected, as the basis of your new Weapon Build.
  • Enter the Gunsmith, and perfect your weapon by adding Attachments, Cosmetics, and testing the weapon out in the Firing Range.
  • Move back to the Custom Loadout screen, where your weapon has a default name, and select “Build Options.”
  • Rename your weapon (you can also duplicate or reset it, too).
  • Your weapon is automatically saved. Now, when you access the Loadout Menus in your other game modes (in this example, RBZ or WZ), the weapon, along with the Attachments, Cosmetics, and name, appears.
  • All builds are saved within the menu of the individual weapon type.
Gunsmith: Attachments Intel (MP, RBZ, WZ)

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Recap: As detailed at Call of Duty: NEXT, the focus for Black Ops 6 is to condense and streamline Attachments so you can easily understand the bonuses when it comes to utilizing the Gunsmith. Here are some of the changes:
  • Gaining the Advantage: Attachments almost always come with a benefit (Pro), and not a detriment (Con), so you know you’re creating a weapon more potent than the base version.
  • Optics for All... : Almost all Optic Attachments are shared across all weapons in a Weapon Class. For example, unlock the Red Dot Sight with a SMG and you’ll be able to equip it to all SMGs in the Weapon Class.
  • ...Everything Else is Unique: All other Attachment Types – Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, and Fire Mods – are unique to the weapon in question in terms of unlocking and usage.
  • Getting Specific: Instead of having a weapon function – such as ADS speed – being affected by multiple attachments that are difficult to keep track of, they are related to a single Attachment type.
    • For example, equipping a “Rear Grip” Attachment will always improve your handling, and the grip you choose will boost a unique combination of handling stats (to Sprint to Fire Speed, Slide to Fire Speed, Dive to Fire Speed, ADS Speed, or a combination thereof). All the different grips are designed to improve the weapon’s potency, not reduce it.
  • Information is Power: The net result of this new system is that it allows players to make informed weapon-building decisions easily and create effective Builds without constantly needing looking up “meta” builds online.
Details Matter: Don’t mistake this streamlining as “dumbing down” the Gunsmith, as your Firepower, Accuracy, Handling, and Mobility statistics can also be seen in an expanded view, with individual elements like Reload Quickness, Recoil Gun Kick, and Bullet Velocity all available to compare in granular detail.

Attachment Types

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As always, Attachments are divided into types, and each type provides a basic advantage when placed onto your weapon, along with specific additional benefits based on the unique nature of each specific part. The following table shows the 11 different Attachment Types available at launch, and which Weapon Types utilize them:

Key: The preceding table has the following information related to Weapon and Attachment Types, as follows:

YES: Every weapon within the Weapon Type uses this Attachment Type.

SOME: Most, but not all, of the Weapon Type uses this Attachment Type.

NO: This Attachment Type is not available for the Weapon Type.

For example, the “Comb” Attachment Type is only available on Sniper Rifles.

Note: Attachment Type Descriptions are detailed throughout the rest of this Blog, so you know what each one does. See below.

Five Attachments Per Weapon. Eight if You’re a Gunfighter

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Along with the weapon’s current level, the Attachments Menu also indicates the number of Attachments you can place, and have placed, on your weapon. These are known as “Attachment Points.”
  • There are five points available, for Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, and Pistols.
  • You can pick none, or up to five Attachment Points, though the more slots used, the better the weapon is likely to perform.
  • Each weapon type has more available Attachment types than points. For example, you can choose up to five points when building out an SMG, but there are nine Attachment Types.
  • Launchers and Melee Weapons do not have Attachment points.
  • You can increase the number of Attachment Points from five to eight by selecting the Gunfighter Wildcard, available when you reach Player Level 33.
Attachments: Main Statistics and Details

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Four Main Statistics: Each weapon has a baseline value related to one of four key attributes: Firepower, Accuracy, Mobility, and Handling. These are each represented by a grey bar in the bottom-right corner of the Gunsmith Attachments Menu. In each case, the higher the value, the better. As you’d expect, some weapons are intrinsically more proficient when it comes to one or more of these statistics. For example, a Sniper Rifle has the best “Firepower” of all weapon types.

Each aspect of a weapon’s performance is related to these four statistics:
  • Firepower: The fire rate, damage, range, and firing ping on the Mini-Map.
  • Accuracy: The minimum and maximum Hip Fire Spread, Recoil Gun Kick, Horizontal and Vertical Recoil, bullet velocity, and Flinch Resistance.
  • Mobility: The Movement Speed (Crouch, normal, Sprint, and ADS).
  • Handling: Reload quickness (both with rounds and empty), ADS Speed, Sprint to Fire Time, and Weapon Swap Speed.
Every time you add an attachment to your weapon, it affects one (or more) of the above statistics. In Black Ops 6, adding an attachment usually grants you more pronounced advantages (“Pros”), and limited disadvantages (“Cons”) compared to the weapon without the attachment fitted.

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Statistical Details: For those requiring nuanced analytical data regarding every single Attachment, you can toggle “Details” on and off, which enables you to see how each attachment affects the weapon specifically, and numerically.

Attachments: A Deep Dive

The following showcases a variety of visuals for each Attachment type, along with notes on which weapons you can affix them to. The statistical benefits (and drawbacks as appropriate) are discussed, along with any further pertinent notes.

Note: Any listing of a weapon type with an asterisk next to it (*) that you see indicates that some (but not all) of a weapon type use this Attachment.

Optic

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Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Accuracy

Sights or scopes attached to the top of a weapon, designed to improve accuracy during target engagement. Occasionally improves Recoil Gun Kick. More powerful scopes (usually designed for Sniper Rifles) may reduce ADS Speed.

Note: Optics are a unique type of Attachment as they are universal. This means that once you unlock an Optic, it becomes available for every weapon in the same class, not just the one you unlocked it for.

Note: Optics come with Reticles; markings and dots that further delineate your targets and aid in your aiming. Your Optics can be further customized by unlocking a variety of Reticles via Reticle Challenges.

Muzzle

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Available on: Assault Rifles*, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Accuracy

Usually attached to the end of the weapon barrel, Muzzles are used to redirect gasses (as necessary) and serve to reduce or control recoil.

Barrel

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Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Firepower

The front section of the weapon where the projectile travels through once the trigger has been pulled. Attachments tend to improve damage range and velocity, enabling you to hit a target more rapidly.

Underbarrel

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Available on: Assault Rifles, SMGs*, Shotguns, LMGs, Marksman Rifles.

Not Available on: Sniper Rifles, Pistols, Launchers, Melee Weapons.

Stat Benefit: Firepower, Accuracy

Attached to the base of the barrel, Underbarrels come in two main varieties: Foregrips and Launchers. Foregrips are handles that can reduce recoil and sway (Accuracy). Launchers increase your firepower by adding an alt-fire capacity to the weapon, usually an explosive charge or grenade.

Magazine

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Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Firepower or Handling

Magazines hold a weapon’s ammunition and are generally available in two types: Extended Mags allow you to carry more rounds, increasing Firepower sometimes at the expense of Handling. Fast or Flip Mags reduce your Firepower as you have fewer bullets but improve your Handling.

Comb

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Available on: Sniper Rifles

Not Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Pistols, Launchers, Melee Weapons.

Stat Benefit: Handling

Also known as a Cheek Riser, Combs are Sniper Rifle-only head rests attached to the top of the Stock, and offer improved Handling, mainly decreasing the time it takes you to fire or ADS. This can come at the expense of Accuracy, depending on the specific Comb.

Rear Grip

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Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Pistols.

Not Available on: Sniper Rifles, Launchers, Melee Weapons.

Stat Benefit: Handling

A rubber handle behind the weapon trigger. Attachments offer a variety of Handling improvements, usually decreasing the time it takes you to ADS, or fire under specific circumstances.

Stock

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Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Accuracy or Mobility

These are braces enabling the Operator to support the armament against their shoulder and attach to the rear of the weapon. Generally, the lighter the stock Attachment, the more focused on increasing your Mobility (usually movement speed). Heavier stocks offer more benefits to your Accuracy (usually flinch resistance).

Laser

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Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Accuracy

These side-mounted lasers (or under-mounted for Pistols) emit a beam of usually red or green light usually visible to the enemy. However, your Accuracy is significantly improved or augmented.

NOTE: The Tactical Laser enables Tactical Stance, allowing you to balance your mobility and accuracy. This is the method to utilize the Modern Warfare® III firing technique in Black Ops 6.

Fire Mods

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Available on: Assault Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles, Pistols.

Not Available on: Launchers, Melee Weapons.

Stat Benefit: Firepower, Accuracy, or Handling (Varies depending on Fire Mod)

A “catch-all” of other Attachments, Fire Modifications have a variety of uses and are mainly focused into two subsets; improvements to parts of a weapon (examples include rapid fire triggers, pump guide rods, and recoil springs) and specific ammunition types (examples include FMJ or Overpressured rounds).

Stock Pad

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Available on: Sniper Rifles*

Not Available on: Assault Rifles, SMGs, Shotguns*, LMGs, Marksman Rifles, Pistols, Launchers, Melee Weapons.

Stat Benefit: Accuracy

This Buttstock Pad Attachment is only available for the LW3A1 Frostline Sniper Rifle. Fitting into the shoulder of the Operator, the Stock Pads available improve Accuracy in discernable ways (improving Speed, Sway, or Recoil).

Black Ops 6: Unredacted Launch Comms Incoming!

Expect further critical intel to be unredacted in the coming days as we confirm additional launch content across Multiplayer and Zombies. Look for the following missives:

Launch Comms Blog 1: Multiplayer and More: Essential Intel on the Multiplayer Modes, Maps, Factions, and Operators Coming to Black Ops 6.

Launch Comms Blog 2: Zombies Mode Prep: Full Equipment, Power-Ups, Augments, GobbleGums, a Full Tour of Terminus and Liberty Falls, and Confirmed Launch Changes.

Launch Comms Blog 3: Weapons Hot: Primary, Secondary, and Melee Weapons Detail for Black Ops 6. Includes new details on the latest innovations across Gunsmith and Attachments. You’re reading this blog now!

Launch Comms Blog 4: Gear Up: Ensure you’re fully equipped for Black Ops 6 launch as we confirm all the launch Equipment (Tacticals, Lethals, Field Upgrades), Perks, Specialties, Wildcards, and Scorestreaks available.

Launch Comms Blog 5: Progression: Unlock your true potential as we detail the critical Player Level equipment you’ll need on day one, detailed intel on Classic Prestige and the available rewards, full info on Calling Cards, Reticles, and Mastery Badges Challenges. Plus: Are You Ready for a Deep Dive into the Weapon Camo System?

The Truth Lies.

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