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Free-for-All in Call of Duty: Modern Warfare 4 | U4gm

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The supplied October 28 notes for Call of Duty: Modern Warfare 4 focus on a familiar frustration: landing shots without getting the damage you expect. If you're considering CoD MW4 Boosting or just adjusting your own loadout, the biggest changes to understand are the SMG limb multipliers, the slower dive and a set of challenge fixes.

What changed for SMGs in the October 28 update

The ISO Nightshade, PPSh-41, VEL 46, Wz.55 Striga and X-58 Nyx now deal their base damage on arm and hand hits. Their multipliers rose from 0.95 to 1.0, an increase of just over 5% for those hits.

That doesn't mean every fight takes fewer shots. It depends on the weapon, range and where the rest of your shots land. The practical benefit is consistency when your aim drifts onto an arm during a close fight.

The X-58 Nyx also gets a head multiplier increase from 1.25 to 1.3. The Wz.55 Striga's maximum damage range rises from 440 to 470, while the PPSh-41 aims down sights in 280 milliseconds instead of 300 and gets a small sprint-speed increase.

Which assault rifles changed

The Han 86 gains maximum damage range, from 1120 to 1200, but its neck and upper-torso multipliers fall from 1.1 to 1.0. You get more reach at its highest damage value, but less of a reward for those upper-body hits.

The Kastov 762 has a simpler adjustment: its maximum damage range rises from 950 to 1050, with its multipliers unchanged. If you already like its handling, this is a useful reason to keep it in rotation.

The Oden loses some upper-body damage: its neck and upper-torso multipliers fall from 1.2 to 1.1, and its lower-torso multiplier drops from 1.1 to 1.0. Its Sentinel Apex attachment also loses maximum damage range, falling from 870 to 820.

For the Hyeon Burst, the Hyperburst Apex attachment trades full-auto maximum damage, now 34, for a longer full-auto maximum damage range, up from 970 to 1220. Test it at the distances you actually fight rather than judging it on range alone.

What changed for attachments, LMGs and shotguns

Two Patriot XMR attachments are easier to control. The EXP Haste 80L 14-inch light barrel's recoil-control penalty is now 6%, while the FJX Fury IV skeleton grip's penalty is 4%.

The APOC-338's mid damage falls to 37 and minimum damage to 33. The FiNN LMG loses its upper-arm damage bonus and some mid-damage range, while the Type 73's Assault Apex attachment gets a minimum damage increase to 20. The Warlord's 12G Slug Rounds also lose reach, with their second mid-damage range falling from 900 to 810.

Why is diving slower

Dive velocity is reduced by 23% as a temporary movement fix. The notes say a longer-term solution is planned without reducing normal dive speed, but they don't give a release date. For now, don't expect the same movement when diving into cover.

What changed in Free-for-All and other modes

Free-for-All's score limit is back to 30, and its maximum party size is two. Final Killcam is planned to return in a later update. In Search and Destroy and Collateral, XP per kill rises from 100 to 300.

The notes also describe a fix for a disappearing bomb in Collateral and a fix for defusing from an unintended position in Search and Destroy. Quick Fix health regeneration is now interrupted by damage, and UAV visibility on Sentry has improved.

Are challenges tracking correctly

Certain melee kills, backstabs and takedowns should now count correctly. Point Blank accepts kills from farther away than before, while Longshot accepts kills from a shorter minimum distance. The notes don't give exact thresholds, so check your progress after a match rather than assuming every close or distant kill will count.

Overall, start by retesting your SMG and any Han 86 or Oden loadout you rely on, then adjust for the slower dive. If you're also checking MW4 Open Beta Early Access Codes for access information, confirm their current availability separately; the supplied patch notes don't establish it.

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