Call of Duty: Modern Warfare 4 (Switch 2): all the updates (latest: Open Beta Update #4)
On this page, you will find all there is to know about the various updates for Call of Duty: Modern Warfare 4 (including the Open Beta) on Nintendo Switch 2.
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Call of Duty: Modern Warfare 4 – Ver. ??? (Open Beta Update #4)
- Release date: August 31st 2026
- Patch notes:
CONTENT
- Playlists
- Available
- Quick Play – TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit – TDM, Dom, HP, KC
- Combat Outpost
- Hijack
- Transit 213 24/7
- Mobility Course
- 6v6 Gunfight on Kill Block
- Zodiac Resurgence – Quads*
- Zodiac Resurgence – Casual Quads*
- Available
* Playlist availability will flip periodically based on time of day.
MULTIPLAYER
Weapon Tuning
Over the weekend, we’ve been reviewing your gameplay and feedback carefully. We feel that TTK on average is much closer to where we wanted it to be after Weekend 1, but there’s always room to refine individual weapons to make sure they’re balanced across the board. These changes provide tuning for each class to do well at its role.
Pistols
Krait P68
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 46 | ㅤ | → | ㅤ | 46 |
| Max Damage Range | ㅤ | 0 – 10.2m | ㅤ | → | ㅤ | 0 – 10.2m |
| Mid Damage 1 | ㅤ | 39 | ㅤ | → | ㅤ | 39 |
| Mid Damage Range 1 | ㅤ | 10.3 – 20.5m | ㅤ | → | ㅤ | 10.3 – 20.5m |
| Mid Damage 2 | ㅤ | 33 | ㅤ | → | ㅤ | 34 ⇧ |
| Mid Damage Range 2 | ㅤ | 20.6 – 38.1m | ㅤ | → | ㅤ | 20.6 – 39.1m ⇧ |
| Min Damage | ㅤ | 30 | ㅤ | → | ㅤ | 30 |
| Min Damage Range | ㅤ | >38.1m | ㅤ | → | ㅤ | >39.1m |
SMGs
PPSh-41
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 19 | ㅤ | → | ㅤ | 19 |
| Max Damage Range | ㅤ | 0 – 10.4m | ㅤ | → | ㅤ | 0 – 10.8m ⇧ |
| Mid Damage 1 | ㅤ | 15 | ㅤ | → | ㅤ | 15 |
| Mid Damage Range 1 | ㅤ | 10.5 – 19.4m | ㅤ | → | ㅤ | 10.9 – 19.8m ⇧ |
| Mid Damage 2 | ㅤ | 13 | ㅤ | → | ㅤ | 13 |
| Mid Damage Range 2 | ㅤ | 19.5 – 27.6m | ㅤ | → | ㅤ | 19.9 – 27.6m |
| Min Damage | ㅤ | 12 | ㅤ | → | ㅤ | 12 |
| Min Damage Range | ㅤ | >27.6m | ㅤ | → | ㅤ | >27.6m |
ISO Nightshade
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 20 | ㅤ | → | ㅤ | 21 ⇧ |
| Max Damage Range | ㅤ | 0 – 9.9m | ㅤ | → | ㅤ | 0 – 10.1m ⇧ |
| Mid Damage 1 | ㅤ | 17 | ㅤ | → | ㅤ | 17 |
| Mid Damage Range 1 | ㅤ | 10 – 18.2m | ㅤ | → | ㅤ | 10 – 18.9m ⇧ |
| Mid Damage 2 | ㅤ | 15 | ㅤ | → | ㅤ | 15 |
| Mid Damage Range 2 | ㅤ | 18.3 – 25.9m | ㅤ | → | ㅤ | 19 – 25.9m |
| Min Damage | ㅤ | 13 | ㅤ | → | ㅤ | 13 |
| Min Damage Range | ㅤ | >25.9m | ㅤ | → | ㅤ | >25.9m |
Additional ISO Nightshade Updates:
- Head Damage Multiplier increased from 1.25 to 1.3
LMGs
FiNN LMG
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 33 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 – 21.8m | ㅤ | → | ㅤ | 0 – 21.8m |
| Mid Damage 1 | ㅤ | 28 | ㅤ | → | ㅤ | 28 |
| Mid Damage Range 1 | ㅤ | 21.9 – 47m | ㅤ | → | ㅤ | 21.9 – 43.7m ⇩ |
| Min Damage | ㅤ | 26 | ㅤ | → | ㅤ | 26 |
| Min Damage Range | ㅤ | >47m | ㅤ | → | ㅤ | >43.7m |
Type 73
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 28 | ㅤ | → | ㅤ | 22 ⇩ |
| Max Damage Range | ㅤ | 0 – 26m | ㅤ | → | ㅤ | 0 – 24.9m ⇩ |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | 21 ⇩ |
| Mid Damage Range 1 | ㅤ | 26.1 – 48.5m | ㅤ | → | ㅤ | 25 – 47m ⇩ |
| Min Damage | ㅤ | 19 | ㅤ | → | ㅤ | 19 |
| Min Damage Range | ㅤ | >48.5m | ㅤ | → | ㅤ | >47m |
Additional Type 73 Updates:
- Neck Damage Multiplier increased from 1 to 1.1
- Upper Torso Damage Multiplier increased from 1 to 1.1
Marksman Rifles
Oris 8.6
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 95 | ㅤ | → | ㅤ | 95 |
| Max Damage Range | ㅤ | 0 – 20.8m | ㅤ | → | ㅤ | 0 – 19m ⇩ |
| Mid Damage 1 | ㅤ | 84 | ㅤ | → | ㅤ | 84 |
| Mid Damage Range 1 | ㅤ | 20.9 – 31.2m | ㅤ | → | ㅤ | 19.1 – 30m ⇩ |
| Mid Damage 2 | ㅤ | 70 | ㅤ | → | ㅤ | 70 |
| Mid Damage Range 2 | ㅤ | 31.2 – 46m | ㅤ | → | ㅤ | 30.1 – 46m |
| Min Damage | ㅤ | 58 | ㅤ | → | ㅤ | 58 |
| Min Damage Range | ㅤ | >46m | ㅤ | → | ㅤ | >46m |
Assault Rifles
Han 86
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 22 | ㅤ | → | ㅤ | 23 ⇧ |
| Max Damage Range | ㅤ | 0 – 28.4m | ㅤ | → | ㅤ | 0 – 28.4m |
| Min Damage | ㅤ | 18 | ㅤ | → | ㅤ | 19 ⇧ |
| Min Damage Range | ㅤ | >28.4m | ㅤ | → | ㅤ | >28.4m |
Axion
Default Loadouts Only
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 23 | ㅤ | → | ㅤ | 23 |
| Max Damage Range | ㅤ | 0 – 26.9m | ㅤ | → | ㅤ | 0 – 22.8m ⇩ |
| Mid Damage 1 | ㅤ | – | ㅤ | → | ㅤ | 21 |
| Mid Damage Range 1 | ㅤ | – | ㅤ | → | ㅤ | 22.9 – 40.6 |
| Min Damage | ㅤ | 19 | ㅤ | → | ㅤ | 19 |
| Min Damage Range | ㅤ | >26.9m | ㅤ | → | ㅤ | >40.6m |
Additional Axion (Default Loadout only) Updates:
- Neck Damage Multiplier increased from 1 to 1.1
- Upper Torso Damage Multiplier decreased from 1 to 1.1
Hyeon Burst
Hyeon Burst Update
- Neck Damage Multiplier increased from 1 to 1.1
M4
Apex Attachment: M4 Hurricane
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 30 | ㅤ | → | ㅤ | 27 ⇩ |
| Max Damage Range | ㅤ | 0 – 10.5m | ㅤ | → | ㅤ | 0 – 10.5m |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | 22 |
| Mid Damage Range 1 | ㅤ | 10.6 – 20m | ㅤ | → | ㅤ | 10.6 – 20m |
| Min Damage | ㅤ | 18 | ㅤ | → | ㅤ | 18 |
| Min Damage Range | ㅤ | >20m | ㅤ | → | ㅤ | >20m |
Additional M4 Hurricane Updates:
- Head Damage Multiplier decreased from 1.3 to 1.25
Shotguns
Rezi 12
Rezi 12 Attachment Updates
- Barrels
- Haebang 635R-7 (Long Barrel)
- Damage Range benefit has been decreased from +25% to +19%
- ZLR Rogue 90 25″ (Heavy Long Barrel)
- Damage Range benefit has been decreased from +15% to +13%
- Haebang 635R-7 (Long Barrel)
WARZONE
MAP
» Zodiac «
- Visibility Improvements
- Adjusted global color balance.
- Slightly improved visibility when looking both into and out of interior spaces.
- Reduced Bloom strength to improve visibility when transitioning between interior and exterior spaces.
- Made character outlines brighter and more noticeable at close range and across a wider vertical area.
All of these changes are intended as incremental improvements to overall visibility. We’ll continue to evaluate and make further adjustments where necessary.
GAMEPLAY
Previously Released
- Armor Plating
- Reduced the button hold time before initiating Armor Plating by 30%, matching its behavior in the live game.
AUDIO
- Ascenders
- Increased enemy Ascender audio volume.
- Improved the prioritization of Ascender audio to help prevent these sounds from becoming too quiet or inaudible during gameplay.
- Parachutes
- Improved the prioritization of enemy parachute landing audio.
- Supply Boxes
- Reduced the distance at which Supply Box audio can be heard by approximately 50%.
UI/UX
- Squadmate Nameplates
- Squadmate names will now only display while aiming directly at them.
- Adjusted nameplate sizing and scaling while aiming.
We’ve adjusted squadmate nameplate behavior to make it easier to identify teammates while reducing unnecessary visual clutter.
BUG FIXES
- Fixed an issue that could cause a duplicate squadmate indicator to appear above Players.
- Additional notes: none
- Source: Activision
Call of Duty: Modern Warfare 4 – Ver. ??? (Open Beta Update #3)
- Release date: August 30th 2026
- Patch notes:
CONTENT
Playlists
- Available
- Quick Play – TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit – TDM, Dom, HP, KC
- Combat Outpost
- Hijack
- Search & Destroy
- Transit 213 – NEW
- Mobility Course
- 6v6 Gunfight on Kill Block – NEW
- Zodiac Resurgence – Quads*
- Zodiac Resurgence – Casual Quads*
* Playlist availability will flip periodically based on time of day.
GLOBAL
- Operator Select
- Improved Operator model streaming logic when entering the Operator Selection Menu to reduce instances of models briefly appearing at a lower visual quality on less powerful hardware.
We’re continuing a multistep process to ensure Operator hair quality looks consistent across the wide range of platforms our players use to play Call of Duty. To address the root of the issue, the weekend 2 update ensured temporal dithering always remains on, which improves the way nearby colors and brightness levels blend across successive frames. Today, we’re refining streaming logic so that Operator models on lower-end hardware only ever render at their intended quality. We’re also working on making hair look better at long distances by launch. The end result: a nourished, fuller-looking hairline for Price however you play.
MULTIPLAYER
Modes
- Team Deathmatch
- Increased score limit on Transit 213 from 100 to 150.
- Kill Confirmed
- Increased score limit on Transit 213 from 75 to 100.
Bug Fixes
Combat Outpost
- Fixed an issue that could result in poor streaming quality at the start of a match.
WARZONE
GAMEPLAY
- Ground Loot
- Improved ground loot interactions to make items easier to pick up during gameplay.
We’ve identified that the interaction radius for ground weapons was larger than intended, which could result in unintentionally picking up a weapon rather than a nearby item. We’ve adjusted this radius to be consistent with loot items in the live game, which should make interactions with ground loot more precise and consistent through the match.
- Damage Indicators
- Updated the Armor Hit Damage Indicator to more clearly distinguish when damage is being dealt to an enemy’s Armor.
- Blood & Critical Health Effects
- Adjusted Blood and Death’s Door visual effects to better align with the intended experience.
- Immersive Shake Effects
- Disabling HUD Shake effects for the duration of Open Beta.
- Adjusted Screen Shake and Gun Shake values.
These adjustments are intended to reduce visual movement and improve clarity during engagements, making it easier to track targets while firing.
BUG FIXES
UI/UX
- Fixed an issue that prevented the Downed State Icon from properly appearing on screen when an opponent is downed.
- Fixed an issue that could cause the Loot Feed to appear significantly later than the associated pickup.
Playlists
- Fixed an issue that could cause players to encounter a loop in the main menu, requiring a restart to recover.
- Additional notes: none
- Source: Activision
Call of Duty: Modern Warfare 4 – Ver. ??? (Open Beta Update #2)
- Release date: August 29th 2026
- Patch notes:
WARZONE
GAMEPLAY
- Revive From Prone
- Players can now revive downed squadmates while prone.
- Infil Gas Explosion
- Disabled the Infil Gas Explosion.
- Infil and Backup Pistol
- The Sang 9mm will now be the Infil and Backup Pistol.
We’ve heard your feedback on the infil pistol and replaced it with another pistol to improve the initial combat experience on Zodiac.
MOVEMENT
- Weapon Sprint Speeds
- Increased sprint speed by 3-5% based on weapon class.
- Melee Sprint Speed
- Increased dedicated melee sprint speed by 3.5%.
- ADS Strafe Movement Speed
- Increased ADS Strafe movement speed by 6-10% based on weapon class.
Based on player feedback, we’ve carefully increased movement speeds to create a more fluid experience when navigating the map and engaging other players, while maintaining the deliberate pacing we want from combat.
KILLSTREAKS
- Warning Radius
- Reduced the warning radius of several Killstreaks to better align with their intended display area:
- Bombing Run
- Warning Radius decreased from 120m to 60m.
- Impact Warhead
- Warning Radius decreased from 76m to 25m.
- Artillery Beacon
- Warning Radius decreased from 120m to 40m.
- Bombing Run
- Reduced the warning radius of several Killstreaks to better align with their intended display area:
PROGRESSION
- XP Gain
- Resurgence Quads
- Increased Player XP gains by 55%.
- Increased Weapon XP gains by 13%.
- Casual Resurgence Quads
- Increased Player XP gains by 46%.
- Increased Weapon XP gains by 240%.
- Resurgence Quads
UI/UX
- Empty Plate Slot
- Reduced opacity by 50%.
- Color Update
- Updated the rarity colors for weapon loot cards.
- Updated the colors on the Contract widget.
WEAPONS
DEFAULT LOADOUT ADJUSTMENTS
We know many players are frustrated by not having access to Custom Loadouts. Rest assured, Custom Loadouts will be fully available at launch.
In the meantime, we’ve adjusted several weapons and attachments so these loadouts feel better suited to combat on Zodiac, with improved handling and more immediately useful setups.
Default Loadout | AR
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | Han 86 | ㅤ | → | ㅤ | Han 86 |
| Muzzle | ㅤ | Corvus LVL-40 | ㅤ | → | ㅤ | XRK Mil-Tac Suppressor |
| Optic | ㅤ | ZLR Type C | ㅤ | → | ㅤ | Cronen R808 |
SECONDARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ISO Nightshade | → | ISO Nightshade | |||
| Rear Grip ⇄ Stock | ㅤ | MIRE-50 Tac Grip | ㅤ | → | ㅤ | EXP G2-44 Stock |
Default Loadout | SMG
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | X-58 Nyx | ㅤ | → | ㅤ | X-58 Nyx |
| Underbarrel ⇄ Laser | ㅤ | FSS Fireline Grip | ㅤ | → | ㅤ | XRK Clutch-LS |
| Barrel | ㅤ | LX3-V 409mm | ㅤ | → | ㅤ | Mugi Hyu-90 228mm |
SECONDARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | Kastov 762 | ㅤ | → | ㅤ | Patriot XMR |
| Barrel | ㅤ | — | ㅤ | → | ㅤ | EXP Raid Tac 18.5″ |
| Muzzle | ㅤ | — | ㅤ | → | ㅤ | Bruen R12 Gen. 4 |
| Magazine | ㅤ | — | ㅤ | → | ㅤ | 50 Round Drum Mag |
| Underbarrel | ㅤ | — | ㅤ | → | ㅤ | FSS Fireline Grip |
| Optic | ㅤ | — | ㅤ | → | ㅤ | SZ Helios Holo |
Default Loadout | LMG
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | FINN LMG | ㅤ | → | ㅤ | FINN LMG |
| Optic | ㅤ | S-Z Micro D3 | ㅤ | → | ㅤ | Cronen R808 |
SECONDARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | Rezi 12 | ㅤ | → | ㅤ | PPSH 41″ |
| Muzzle | ㅤ | — | ㅤ | → | ㅤ | 1/2X28 Dual Port |
| Laser | ㅤ | — | ㅤ | → | ㅤ | XRK Clutch-LS |
| Optic | ㅤ | — | ㅤ | → | ㅤ | SZ Prima-4 Dot |
| Magazine | — | → | 53 Round Mag | |||
| Stock | — | → | MT-L5 Jinnwa |
Default Loadout | Sniper
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | Post-Patch | ||
| Base Gun | ㅤ | KG-7 Vulcan | → | ㅤ | KG-7 Vulcan | |
| Comb | ㅤ | TT Type 40 | → | ㅤ | Haebang YNC-45 | |
| Muzzle | ㅤ | TT Solgae F7 | → | ㅤ | DS RKT-90 |
WEAPON ADJUSTMENTS
Weapons should feel responsive and intuitive, allowing players to react naturally as combat situations evolve. We’ve adjusted weapon handling to reduce sluggish or overly punishing moments, making weapons feel smoother to use while preserving meaningful differences between weapon types.
GENERAL
- ADS Movement Speeds increased by 6–10%, depending on Weapon Class.
- Sprint Speeds increased by 3–5%, depending on Weapon Class.
ASSAULT RIFLES
HAN 86
- Sprint to Fire Speed decreased from 210ms to 185ms.
M4
- Sprint to Fire Speed decreased from 210ms to 180ms.
KASTOV 762
- Sprint to Fire Speed decreased from 210ms to 190ms.
PATRIOT XMR
- ADS Speed decreased from 250ms to 240ms.
- Sprint to Fire Speed decreased from 210ms to 190ms.
SUBMACHINE GUNS
ISO NIGHTSHADE
- ADS Speed decreased from 190ms to 175ms.
X-58 NYX
- ADS Speed decreased from 200ms to 180ms.
PPSH-41
- ADS Speed decreased from 220ms to 190ms.
- Sprint to Fire Speed decreased from 121ms to 115ms.
LIGHT MACHINE GUNS
FINN LMG
- ADS Speed decreased from 300ms to 270ms.
- Sprint to Fire Speed decreased from 250ms to 220ms.
TYPE 73
- ADS Speed decreased from 280ms to 260ms.
- Sprint to Fire Speed decreased from 230ms to 205ms.
SHOTGUNS
REZI 12
- ADS Speed decreased from 240ms to 210ms.
- Sprint to Fire Speed decreased from 160ms to 130ms.
SNIPER RIFLES
SIGNAL .50
- ADS Speed decreased from 560ms to 540ms.
KG-7 VULCAN
- ADS Speed decreased from 630ms to 610ms.
MELEE
COMBAT KNIFE
- Sprint Speed increased by 3.5%.
- This increase stacks with the general Sprint Speed adjustment above.
- Additional notes: none
- Source: Activision
Call of Duty: Modern Warfare 4 – Ver. ??? (Open Beta Update #1)
- Release date: August 29th 2026
- Patch notes:
CONTENT
- Maps
- Wolves Stadium (Ground War) – NEW
- Imjin Farmlands (Ground War) – NEW
- Playlists
- Available
- Ground War: Combat Outpost – NEW
- Quick Play – TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit – TDM, Dom, HP, KC
- Hijack
- Kill Confirmed
- Search & Destroy
- Inflation
- Mobility Course
- 10v10 Gunfight on Kill Block
- Zodiac Resurgence – Quads*
- Zodiac Resurgence – Casual Quads*
- Available
* Playlist availability will flip periodically based on time of day.
MULTIPLAYER
WEAPONS
In yesterday’s update, we released a tuning pass on every single weapon in Beta. As a result, we’re keeping the updates to weapons minimal today as we’re actively monitoring those changes. Your feedback on weapons and their impact on TTK is incredibly important, so keep sharing your experiences this weekend as we look at potential changes.
Weapons with less than 60 rounds of ammunition in reserve will receive an extra magazine, or its equivalent, as a response to recent TTK adjustments. This change will allow you to stay in the fight longer before seeking new sources of ammunition.
Pistols
.50 GS
Apex Attachment: GS Magna
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 46 | ㅤ | → | ㅤ | 34 ⇩ |
| Max Damage Range | ㅤ | 0 – 20.3m | ㅤ | → | ㅤ | 0 – 20.3m |
| Mid Damage 1 | ㅤ | – | ㅤ | → | ㅤ | 30 |
| Mid Damage Range 1 | ㅤ | – | ㅤ | → | ㅤ | 20.3 – 44.4m |
| Min Damage | ㅤ | 37 | ㅤ | → | ㅤ | 27 ⇩ |
| Min Damage Range | ㅤ | >20.3m | ㅤ | → | ㅤ | >44.4m |
GAMEPLAY
- Increased pickup radius for Kill Confirmed tags.
- Enabled Kill Confirmed tag pickup immediately once they drop.
BUG FIXES
GLOBAL
- Restored the choice between Independent and Affected FOV settings.
- Fixed an issue where Pros and Cons were not displayed for locked Attachments.
- Fixed various issues when navigating front end menus.
PROGRESSION
- Fixed an issue in the After Action Report where weapon level skips incorrectly appeared to consume XP instead of making it clear that no XP was used on that level.
VISUALS
- Fixed a visual issue with enemy Operators could display incorrectly after being impacted by a Snapshot Grenade.
AUDIO
- Fixed an issue where the Crossfire Killstreak audio could get stuck playing.
MAPS & MODES
- Fixed an issue where teammate dots could persist on the mini-map.
- Fixed various Mobility Course issues.
- Fixed an issue where navigating the Lobby Player List could skip Map Voting and move directly to Quick Nav.
KILLSTREAKS
- Fixed an issue where Care Packages could fail to appear when called in.
RECENTLY FIXED
- Fixed an issue where the map name and mode name were shown during matchmaking even if there was no vote in the playlist.
- Increased pickup radius for Kill Confirmed tags and enabled pickup immediately once they drop.
KNOWN ISSUES
- In the Operator Select menu on Switch 2, characters may start rendering before an acceptable level of detail has been streamed into memory.
- Player names may occasionally appear blank in the in-match scoreboard.
- Late-joining players can sometimes move while the Infil sequence is running.
- Correct mode name may not always appear the match is starting.
- Operators may appear to be missing in the lobby.
- Loadout edits made right before loading into match will sometimes not save.
- Spawn location points in Ground War: Combat Outpost may display irrelevant details for the currently highlighted spawn location option.
- Additional notes: none
- Source: Activision
How to download updates for Call of Duty: Modern Warfare 4 on Nintendo Switch 2?
To download the updates for Call of Duty: Modern Warfare 4, you have three options:
- let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off
If not…
- try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;
OR
- select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.
To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.
