RAVENSOFTWARE Overhauls GUNSMITH System, Allowing FASTER BALANCE Changes and UNIQUE BATTLE ROYALE Playstyles Without Affecting Core MULTIPLAYER STATS
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Call of Duty: Warzone is implementing a significant architectural change to its weapons system by fully separating the attachment tuning and stat values in the battle royale from those in the core titles, such as the upcoming BlackOps7. This move, confirmed by Raven Software developers, is specifically designed to enable faster meta shifts and more tailored weapon tuning for the unique demands of the massive-scale battle royale.
The MECHANISM: INDEPENDENT STAT VALUES
The core of this new approach is that weapon attachments will no longer be locked into the same statistical values across all games. For the first time in Warzone’s history, the development team can now adjust an attachment’s attributes—such as recoil control, Aim Down Sight (ADS) speed, and bullet velocity—specifically for Warzone without those changes automatically propagating to the BlackOps7 multiplayer environment.
- Tailored for WARZONE: This independence allows the Warzone team to tune weapons “specifically for the unique play styles” and long-range engagements common in the battle royale, rather than compromising to suit the smaller-map, faster-paced core multiplayer.
- FASTER BALANCE PATCHES: The separation removes a major historical bottleneck in the weapon balancing process. Previously, a change to a single attachment had to be thoroughly reviewed for its impact across multiple games (Multiplayer, Zombies, Warzone), slowing down the patch cycle. Now, Warzone-specific adjustments can be deployed much more rapidly.
- META DIVERSITY: The goal is to encourage greater diversity in the competitive meta. By being able to change the effectiveness of attachments quickly, the developers can avoid the prolonged dominance of a single “golden path” weapon build, forcing players to constantly adapt their loadouts.
GUNSMITH STREAMLINING and QOL CHANGES
Accompanying the independent tuning is a significant streamlining of the weapon customization system, addressing long-standing player complaints about complexity and “meta-chasing” behavior:
- Five ATTACHMENT Limit: The maximum number of attachments is being limited to five, which is a return to a simpler system and a clear reaction to the massive, often confusing number of attachment slots and options in recent titles. This simplification aims to reduce the burden on both casual and competitive players.
- WILDCARD REMOVAL: Wildcards—perks that allow extra attachments or equipment—are being removed from the loadout system, further focusing the weapon customization back to the core five slots.
- OVERKILL by DEFAULT: The ability to carry two primary weapons (Overkill) will now be granted to all players by default in their custom loadouts. This removes the necessity of dedicating a perk slot to a feature that is nearly mandatory for competitive Warzone play.
Impact on the COMPETITIVE LANDSCAPE
This restructuring is a massive shake-up to the competitive Call of Duty ecosystem. For years, the shared stats system meant that any major nerf or buff in Warzone fundamentally altered the feel and performance of the same weapons in the core title. This often led to player frustration, particularly when a weapon they enjoyed in multiplayer was ruined for the sake of battle royale balance.
The new independence is a clear win for Warzone players who have long requested a tuning system that prioritizes their unique gameplay environment. The promise of “faster attachment tuning” means that overpowered, dominating weapons (often referred to as BROKEN or OP) will, in theory, be addressed and balanced much quicker, preventing a stale and repetitive meta for weeks or months at a time.