Black Ops 6 x Warzone | Update Version 1.64 | 1.064 | BO6

Call of Duty

by Ed Snow

Black Ops 6 x Warzone | Update 1.64 | 1.064 | BO6

Für das „Call of Duty: HQ (Black Ops 6 [Bo6]  x Warzone)“ wurde heute Update Version 1.62 | 1.062 veröffentlicht. Die Downloadgröße beträgt 679,2MB auf Playstation 5, auf PC (BattleNet 1,7GB) und dürfte auf anderen Systemen in einem ähnlichen Größenbereich liegen. Installierbar ist der Patch dann später ab 18 Uhr. Mit dem Update werden weitere Fehlerkorrekturen und Anpassungen vorgenommen. Die Patch Notes findet ihr nachfolgend.

Patch Notes – Update Version 1.64 | 1.064 – 10. Dezember 2024 | Warzone x BO6

Neben Fehlerkorrekturen und Stabilitätsverbesserungen zählen umfangreichere Balancing-Anpassungen für alle Waffenklassen zu den wichtigsten Änderungen. Darüber hinaus startet heute eine 2XP Woche für Battle Pass, Waffen und Soldatenrang.

Zusammenfassung der Änderungen
  • Globale Reduzierungen der Waffenbewegung und des Zielschwankens im Leerlauf
  • MP-Anpassungen für ARs, SMGs, LMGs und Nahkampf
  • Verbesserungen des Kopfschussmultiplikators im MP
  • Updates für Face Off, 10v10 und Prop Hunt
  • Fix für Visueller Fehler (zufälliges Grün)

Die vollständigen Details zu allen Änderungen könnt ihr nachfolgend den englischsprachigen Patch Notes der Entwickler entnehmen.

BLACK OPS 6

 

GLOBAL

Weapons (MP/ZM/WZ)

We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

  • Weapon Motion
    • Reduced visual recoil on all weapons, especially full-auto weapons.
    • Reduced turn sway on all weapons, especially on higher magnification optics.
    • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
    • Reduced default idle sway on all weapons except Sniper Rifles.
    • Further reduced idle sway while firing on all weapons except Sniper Rifles.
    • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
    • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

  • Aiming Idle Sway Delay
    • Aiming Idle Sway Delay on all weapons is now 2.2s
    • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
    • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons

MULTIPLAYER    

Maps

  • Hacienda
    • Adjusted spawn logic

 

Modes

  • Face Off
    • Face Off Domination score limit increased from 100 to 150
    • Face Off Kill Order score limit increased from 150 to 200
    • Face Off Kill Confirmed score limit increased from 75 to 100
    • Face Off Team Deathmatch score limit increased from 125 to 150
  • 10v10 Moshpit
    • 10v10 Kill Confirmed score limit increased from 75 to 100
    • 10v10 Team Deathmatch score limit increased from 100 to 150
  • Prop Hunt
    • Prop movement speed has been increased on all props except Extra Large props.
    • Round Time Limit reduced to 3 minutes from 4 minutes
    • Prop Hunt enabled in Private Match

 

LTM Updates

  • Nuketown Holiday
    • Addressed an issue where players could have green visual FX attached to them during the match..

Weapons

Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.

In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.

We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.

Assault Rifle Adjustments

Weapon
Adjustments

XM4

XM4 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

23

 

— Range —

0 – 16.5m

— Damage —

22⇩

 

— Range —

0 – 40.6m⇧

Medium Damage Range

— Damage —

22

 

— Range —

16.6 – 40.6m

— None —

 

Note: This weapon will now only have Maximum and Minimum Damage Ranges.

Minimum Damage Range

— Damage —

19

 

— Range —

>40.6m

— Damage —

19

 

— Range —

>40.6m

  • Additional Adjustments
    • Headshot multiplier increased from 1.15 to 1.25
  • Attachment Adjustments
    • CHF Barrel Attachment
      • Headshot multiplier increased from 1.25 to 1.3

AMES 85

AMES 85 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

23

 

— Range —

0 – 50.8m

— Damage —

23

 

— Range —

0 – 15.2m⇩

Medium Damage Range

— None —

 

Note: This weapon previoulsy only had Maximum and Minimum Damage Ranges.

— Damage —

22

 

— Range —

15.3 – 50.8m

Minimum Damage Range

— Damage —

19

 

— Range —

>50.8m

— Damage —

19

 

— Range —

>50.8m

  • Additional Adjustments
    • Headshot multiplier increased from 1.12 to 1.2
  • Attachment Adjustments
    • CHF Barrel Attachment 
      • Headshot Multiplier increased from 1.25 to 1.3
      • Vertical View Kick and Gun Kick penalty improved from 50% to 45%

GPR 91

GPR 91 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

23

 

— Range —

0 – 19.1m

— Damage —

23

 

— Range —

0 – 17.8m⇩

Medium Damage Range

— Damage —

22

 

— Range —

19.1 – 45.7m

— Damage —

22

 

— Range —

17.9m – 45.7m

Minimum Damage Range

— Damage —

19

 

— Range —

>45.7m

— Damage —

19

 

— Range —

>45.7m

Additional Adjustments

  • Headshot multiplier increased from 1.15 to 1.25

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.2 to 1.35
    • Vertical View Kick and Gun Kick penalty increased from 50% to 55%
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%

Goblin Mk2

Goblin Mk2 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

39

 

— Range —

0 – 39.4m

— Damage —

40⇧

 

— Range —

0 – 16.5m⇩

Medium Damage Range

— None —

 

Note: This weapon previoulsy only had Maximum and Minimum Damage Ranges.

— Damage —

37

 

— Range —

16.6m – 39.4m

Minimum Damage Range

— Damage —

30

 

— Range —

>39.4m

— Damage —

30

 

— Range —

>39.4m

Additional Adjustments

  • Headshot multiplier increased from 1.15 to 1.25

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.4 to 1.5
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%

Model L

Model L Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

27

 

— Range —

0 – 44.5m

— Damage —

28⇧

 

— Range —

0 – 44.5m

Minimum Damage Range

— Damage —

22

 

— Range —

>44.5m

— Damage —

22

 

— Range —

>44.5m

Additional Adjustments

  • Headshot multiplier increased from 1.15 to 1.25

Attachment Adjustments

  • CHF Barrel Attachment
    • Vertical View Kick and Gun Kick penalty increased from 50% to 55%
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%

AK-74

  • Headshot multiplier increased from 1.15 to 1.27.

AS VAL

AS VAL Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

20

 

— Range —

0 -21.6m

— Damage —

22⇧

 

— Range —

0 -12.7m⇩

Medium Damage Range 1

— Damage —

17

 

— Range —

21.7 – 43.2m

— Damage —

18⇧

 

— Range —

12.8m – 43.2m

Minimum Damage Range

— Damage —

15

 

— Range —

>43.2m

— Damage —

16⇧

 

— Range —

>43.2m

Additional Adjustments

  • Headshot multiplier decreased from 1.3 to 1.24

Krig C

The Krig has been a top performer since its release at the start of the season. We are adjusting its handling and recoil to balance against its competitive TTK.

  • Headshot multiplier increased from 1.15 to 1.25
  • Sprint to Fire Time increased from 0.2s to 0.21s
  • Tactical Sprint to Fire Time increased from 0.3s to 0.31s
  • View Kick Strength, Direction, and Deviation slightly increased
  • View Kick now progresses through pattern in shorter number of bullets

SMG Adjustments

Weapon
Adjustments

C9

C9 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

29

 

— Range —

0 – 13.3m

— Damage —

26⇩

 

— Range —

0 – 15.2m⇧

Medium Damage Range 1

— Damage —

23

 

— Range —

13.3 – 16.5m

— Damage —

22⇩

 

— Range —

15.3 – 20.3m⇧

Medium Damage Range 2

— Damage —

19

 

— Range —

16.6 – 30.5m

— Damage —

18⇩

 

— Range —

20.4m – 33m⇧

Minimum Damage Range

— Damage —

16

 

— Range —

>30.5m

— Damage —

15⇩

 

— Range —

>33m

Additional Adjustments

  • Headshot multiplier increased from 1.1 to 1.27

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.2 to 1.35

KSV

KSV Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

26

 

— Range —

0 – 10.8m

— Damage —

26

 

— Range —

0 – 12.7m⇧

Medium Damage Range 1

— Damage —

21

 

— Range —

10.9 – 15.9m

— Damage —

21

 

— Range —

12.8 – 19.7m⇧

Medium Damage Range 2

— Damage —

15

 

— Range —

16 – 29.2m

— Damage —

15

 

— Range —

19.8 – 31.8m⇧

Minimum Damage Range

— Damage —

13

 

— Range —

>29.2m

— Damage —

13

 

— Range —

>31.8m

Additional Adjustments

  • Headshot multiplier increased from 1.1 to 1.25

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.3 to 1.38

Tanto .22

Tanto .22 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

38

 

— Range —

0 – 6.4m

— Damage —

38

 

— Range —

0 – 8.9m⇧

Medium Damage Range 1

— Damage —

34

 

— Range —

6.4 – 16.5m

— Damage —

34

 

— Range —

9.0 – 20.3m⇧

Medium Damage Range 2

— Damage —

28

 

— Range —

16.6 – 27.9m

— Damage —

29⇧

 

— Range —

20.4 – 30.5m⇧

Minimum Damage Range

— Damage —

22

 

— Range —

>27.9m

— Damage —

22

 

— Range —

>30.5m

PP-919

PP-919 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

25

 

— Range —

0 – 16.5m

— Damage —

25

 

— Range —

0 – 18.4m⇧

Medium Damage Range 1

— Damage —

20

 

— Range —

16.6 – 20.3m

— Damage —

21⇧

 

— Range —

18.5 – 24.1m⇧

Medium Damage Range 2

— Damage —

17

 

— Range —

20.4 – 31.8m

— Damage —

18⇧

 

— Range —

24.2 – 34.3m⇧

Minimum Damage Range

— Damage —

15

 

— Range —

> 31.8m

— Damage —

15

 

— Range —

> 34.3m

Jackal PDW

Jackal PDW Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

27

 

— Range —

0 – 15.2m

— Damage —

26⇩

 

— Range —

0 – 17.1m⇧

Medium Damage Range 1

— Damage —

20

 

— Range —

15.3 – 18.4m

— Damage —

22⇧

 

— Range —

17.2 – 22.2m⇧

Medium Damage Range 2

— Damage —

17

 

— Range —

18.5 – 29.8m

— Damage —

17

 

— Range —

22.3 – 32.4m⇧

Minimum Damage Range

— Damage —

15

 

— Range —

>29.8m

— Damage —

15

 

— Range —

>32.4m

Additional Adjustments

  • Headshot multiplier increased from 1.2 to 1.27

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.28 to 1.35

Kompakt 92

Kompakt 92 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

20

 

— Range —

0 – 11.4m

— Damage —

20

 

— Range —

0 – 13.3m⇧

Medium Damage Range 1

— Damage —

17

 

— Range —

11.4 – 15.2m

— Damage —

17

 

— Range —

13.4 – 19.1m⇧

Medium Damage Range 2

— Damage —

13

 

— Range —

15.3 – 26.7m

— Damage —

13

 

— Range —

19.2 – 27.9m⇧

Minimum Damage Range

— Damage —

10

 

— Range —

>26.7m

— Damage —

11⇧

 

— Range —

>27.9m

Additional Adjustments

  • Headshot multiplier increased from 1.1 to 1.24

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.3 to 1.4

Saug

It’s good having the Saug back and we are happy with where the balance is sitting generally. However, dual wield is terrorizing close quarters combat more than we’d like, so we’re making targeted adjustments to the Akimbo and Rapid Fire attachments to keep that specific build in check.

Saug Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

21

 

— Range —

0 – 11.4m

— Damage —

21

 

— Range —

0 – 13.3m⇧

Medium Damage Range 1

— Damage —

18

 

— Range —

11.4 – 19.1m

— Damage —

18

 

— Range —

13.4 – 22.9m⇧

Medium Damage Range 2

— Damage —

15

 

— Range —

19.2 – 27.3m

— Damage —

15

 

— Range —

23 – 29.8m ⇧

Minimum Damage Range

— Damage —

12

 

— Range —

>27.3m

— Damage —

12

 

— Range —

>29.8m

Additional Adjustments

  • Headshot multiplier increased from 1.16 to 1.25

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.24 to 1.3
  • Akimbo Stock:
    • Damage Range penalty increased from 17% to 25%
    • Hip Spread penalty increased from 12% to 70%
    • View Kick penalty increased from 15% to 20%
  • Rapid Fire:
    • Damage Range penalty increased from 10% to 15%
    • Fire Rate improvement decreased 10% to 7%

LMG Adjustments

Weapon
Adjustments

XMG

We are making a small adjustment to the CHF Barrel recoil to help balance an already strong headshot profile with improved stability from the new visual recoil adjustments.

Attachment Adjustments

  • CHF Barrel Attachment
    • Vertical View Kick and Gun Kick penalty increased from 45% to 50%
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%

PU-21

PU-21 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

26

 

— Range —

0 – 45.7m

— Damage —

27⇧

 

— Range —

0 – 45.7m

Minimum Damage Range

— Damage —

21

 

— Range —

>45.7m

— Damage —

21

 

— Range —

>45.7m

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier increased from 1.35 to 1.4

GPMG-7

GPMG-7 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch

Maximum Damage Range

— Damage —

22

 

— Range —

0 – 55.9m

— Damage —

23⇧

 

— Range —

0 – 55.9m

Minimum Damage Range

— Damage —

18

 

— Range —

>55.9m

— Damage —

19⇧

 

— Range —

>55.9m

Additional Adjustments

  • Headshot multiplier reduced from 1.2 to 1.15

Attachment Adjustments

  • CHF Barrel Attachment
    • Headshot Multiplier reduced from 1.3 to 1.25
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%

Melee

We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.

  • Knife
    • Time between melee swings improved by 7.5%
  • Baseball Bat
    • Time between melee swings improved by 14%
  • Power Drill
    • Time between melee swings improved by 9.5%

 

Equipment

  • Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.

 

UI

  • Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
  • Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.

 

Graphics

  • Addressed an issue where the player’s weapon is missing during a benchmark test.

 

Stability

  • Various stability improvements.

 

ZOMBIES

 

Maps

  • Citadelle des Morts
    • Addressed an issue where players could get an AFK warning while actively running around the map.
    • Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
    • Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.

 

Weapons

  • Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.

 

Stability

  • Various stability improvements.

 

 

WARZONE

RANKED PLAY

Adjustments

  • Buy Stations
    • Buy Stations in Warzone Ranked Play will now spawn at the same, fixed locations each match – identical to those found in our unranked modes.

Ranked Play is designed to minimize randomness wherever possible. By making buy stations static, we promote predictable rotations and reward players for their map knowledge. In addition to today’s change, an upcoming update will improve the buy station layout to address potential dead zones, ensuring a more balanced experience.

FIELD UPGRADES

Adjustments

  • Munitions & Utility Box
    • Both boxes have been adjusted to provide the maximum possible amount of ammunition for the primary and secondary weapons a player is carrying.
    • It will no longer provide ammunition for each other ammunition type.

 

WEAPONS

Adjustments

The following changes to Weapon Motion and Aiming Idle Sway only apply to Black Ops 6 weapons.

 

» Weapon Motion «

 

  • Reduced visual recoil on all weapons, especially full-auto weapons.
  • Reduced turn sway on all weapons, especially on higher magnification optics.
  • Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
  • Reduced default idle sway on all weapons except Sniper Rifles.
  • Further reduced idle sway while firing on all weapons except Sniper Rifles.
  • Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
  • Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.

We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.

 

» Aiming Idle Sway «

 

  • Aiming Idle Sway Delay on all weapons is now 2.2s
  • Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
  • Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons

Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.

 

Assault Rifle Adjustments

Weapon
Adjustments

AMES 85

  • CHF Barrel
    • Vertical View Kick and Gun Kick penalty decreased from 50% to 45%.

Goblin Mk2

  • CHF Barrel
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%.

GPR 91

  • CHF Barrel
    • Vertical View Kick and Gun Kick penalty increased from 50% to 55%.
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%.

Krig C

  • Sprint to Fire Time increased from 0.2s to 0.21s.
  • Tactical Sprint to Fire Time increased from 0.3s to 0.31s.
  • View Kick Strength, Direction, and Deviation slightly increased.
  • View Kick now progresses through pattern in shorter number of bullets.

Model L

  • CHF Barrel
    • Vertical View Kick and Gun Kick penalty increased from 50% to 55%.
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%.

SMG Adjustments

Weapon
Adjustments

Saug

  • Akimbo Attachment
    • Hip Spread penalty increased from 12% to 70%.
    • View Kick penalty increased from 15% to 20%.

LMG Adjustments

Weapon
Adjustments

GPMG-7

  • CHF Barrel
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%.

XMG

  • CHF Barrel
    • Vertical View Kick and Gun Kick penalty increased from 45% to 50%.
    • Horizontal View Kick and Gun Kick penalty increased from 20% to 25%.

Shotgun Adjustments

Weapon
Adjustments

Maelstrom

  • Dragon’s Breath Ammunition
    • Maximum Damage decreased from 30 to 18.
    • Medium Damage Range 1 damage decreased from 25 to 14.
    • Medium Damage Range 1 decreased from 7.62 meters to 6.35.
    • Medium Damage Range 2 damage decreased from 12 to 11.
    • Medium Damage Range 2 decreased from 19. 68 meters to 10.16.

Melee Adjustments

Weapon
Adjustments

Knife

  • Time between melee swings improved by 7.5%.

Baseball Bat

  • Time between melee swings improved by 14%.

Power Drill

  • Time between melee swings improved by 9.5%.

BUG FIXES

  • Fixed an issue preventing the Battle Royale Top 250 leaderboard from populating correctly.
  • Fixed an issue preventing the Grenadier Perk from slowing enemies hit by explosive damage.
  • Fixed an issue causing players to get stuck in a “Loading player stats” loop when launching Warzone.

 



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