Modern Warfare 3 & Warzone 2.0 December 14 Patch Notes

Tahmid Shihab Murshed
By Tahmid Shihab Murshed
8 Min Read
Image via

Modern Warfare 3 and Warzone 2.0 December 14 patch is here, which includes many in-game changes, including awaited weapon changes.

Call of Duty Modern Warfare 3 and Warzone 2.0 have finally been integrated. The direct sequel of Modern Warfare 2, the game is available on PC and console for all regions. Sledgehammer Games has released a new weekly update featuring many in-game changes in light of the game’s mixedly received launch.

The December 14 update fixes issues players encountered after the Warzone 2.0 integration, such as performance issues, graphical problems, in-game bugs, AR, SMG, Sniper Rifle and LMG buffs. Many in-game features from Warzone 2.0 and Modern Warfare 3 are also being adjusted. Here’s a look at all the confirmed changes in the December 14 update.

Read More: All Essence of Aether Sample Locations in MW3 Zombie

MW3 and Warzone 2.0 December 14 Patch Notes



  • Addressed an issue experienced by some players that caused items previously unlocked to become unavailable to equip.


» Assault Rifles «

  • RAM-7 (MWIII)
    • Speedway v5 Short Barrel Attachment is now available to equip in the Gunsmith.


  • Breacher Drone
    • Improved impact detection to prevent inflicting more explosive damage to players than intended.


  • Crimson Fate and Carbon Fate Laser Attachment Skins will no longer appear as default Skins when equipped to Shotguns.
  • Players who purchased the GG EZ Weapon Vault Bundle will now be able to use customizations on the Houndeye Integrated Optic Attachment.
  • Animated Emblems are now properly rewarded upon reaching Prestige Levels 1-5.
    • Note: In the coming days, we’ll retroactively grant these items to players who met the requirements prior to today’s fix.
  • The Stormender’s Priceless and Interstellar reward Emblems will now display the correct Emblem art.



Battle Royale

  • Strongholds
    • A Blacksite key will only be rewarded the first time a Stronghold is completed.
    • Subsequent captures by other Squads will not reward a key.


  • Redeployment
    • The Resurgence redeployment mechanic will now be disabled at the end of Circle 3.
  • Public Events
    • Public Events have been disabled in Circles 1 and 2.
    • The chances for a Public Event to occur in later Circles has been adjusted.


Looking at the breadth of Weapons and Attachments on offer, some outliers were performing above expectation. We have taken immediate steps to mitigate them to support a healthy engagement experience through the holiday break.

» Assault Rifles «

  • DG-56 (MWIII)
    • Max Damage reduced to 32, down from 40.
  • FR 5.56 (MWIII)
    • Max Damage reduced to 35, down from 43.

» Battle Rifles «

    • Max Damage reduced to 35, down from 39.
    • Min Damage reduced to 25, down from 27.

» Handguns «

  • COR-45 (MWIII)
    • Akimbo
      • Max Damage reduced to 30, down from 45.
  • Renetti (MWIII)
    • Akimbo
      • Max Damage reduced to 22, down from 33.
      • Headshot Multiplier reduced to 1.2, down from 1.4.

» Marksman Rifles «

  • DM56 (MWIII)
    • Max Damage reduced to 41, down from 50.
    • Min Damage reduced to 37, down from 39.
  • KVD Enforcer (MWIII)
    • Headshot Multiplier reduced to 1.8, down from 2.2.
  • MTZ Interceptor (MWIII)
    • Headshot Multiplier reduced to 1.5, down from 2.
    • Akimbo
      • Max Damage reduced to 70, down from 120.

» Shotguns «

  • Haymaker (MWIII)
    • Max Damage reduced to 36, down from 52.

» Submachine Guns «

  • Fennec 45 (MWII)
    • Max Damage reduced to 22, down from 25.
    • Headshot Multiplier reduced to 1.25, down from 1.35.
    • Lower Torso Multiplier reduced to 1, down from 1.1.


All Modes

  • Rebalanced first-person and enemy footstep audio.


  • Fixed collision issues with various elements across Urzikstan allowing Players to exploit/peek/shoot through them.
  • Fixed an issue that allowed Players to get stuck inside locked buildings that should otherwise be inaccessible.
  • Fixed additional issues with incorrect text appearing on Challenges.



  • Bug Fixes
    • Kills column on the Scoreboard will now track properly in War Mode.
    • Conversion Kits Attachment slot for certain Weapons will no longer appear locked despite requirements being met.
    • Exiting a Blueprint Preview will no longer kick the player back to the Multiplayer menu.
    • When using a Controller, hovering the Santa’s Slayground Battle Pass sector will no longer kick the player back to the Multiplayer menu.
    • Clicking the ‘View Bundle’ button on a Battle Pass Bundle in the Operators tab will no longer kick players back to the Multiplayer menu.


  • Challenges that require enemy Equipment to be destroyed will now progress upon the destruction of the following Field Upgrades:
    • A.C.S.
    • Comms Scrambler
    • Deployable Cover
    • Med Box
    • Munitions Box
    • Portable Radar
    • Suppression Mine
    • Tactical Camera
    • Tactical Insertion
    • Trophy System
  • Fixed several challenges where progression wasn’t tracking.


  • Ray Gun
    • Implemented measures to prevent illicit usage outside of support Modes.


  • Operation Spearhead (War)
    • Eliminated an out of map exploit in which players were able to access an unintended rooftop near the Launch Site.
    • Eliminated an out of map exploit in which players were able to get underneath the map near the Garage.


  • Gunfight
    • In Private Match, split-screen play will no longer cause DEV ERROR 12744.
  • Search and Destroy
    • Addressed an issue causing unintended XP rates for various match events.
  • Playlists
    • Increased Team Deathmatch and Kill Confirmed score limits in certain limited-time Playlists.
      • 12v12: 150
      • 10v10: 125
      • Small Maps: 125
  • Private Match
    • With CDL Rules enabled, restrictions are now accurate to the Competitive Settings v1.0 specification.
    • Training Course has returned, allowing players to learn basic movements and combat skills.


  • Ghost T/V Camo (Gear)
    • Players can now be stationary for 2s before anti-radar effects are disabled.



Act 4: Dead Signal

  • Adjustments to the Escape: Defeat Gorm’gant step of the Dead Signal mission.
    • Light Armored Zombies enemy types have been added during this step to provide a source of Armor for players.



  • Aether Extraction
    • Addressed an issue that would eliminate players who attempted to overload an ‘Aether Extractor’ as the contract’s time runs out.



  • Aether Worm: Greylorm
    • Addressed an issue that allowed Greylorm to instantly die when spawned.
    • Addressed an issue where getting eaten by Greylorm and grabbed by a Mimic at the same time could cause players to get pushed under the map.



  • Addressed an issue that displayed incorrect Bruen MK9 attachment unlock descriptions in the After Action Report.


  • Resolved a PC specific crash players encountered at the start of Season 1.
    • This fix was released on Monday, December 11.
  • Added various crash and stability fixes.

Read More: Modern Warfare 3: When is the Next Double XP Event?

Tahmid Shihab Murshed is an FPS writer at GameRiv. Born with a knack for gaming, he has played all types of games out there. He has a heartfelt love for Call of Duty, and other shooter titles out there.