
Last checked October 28, 2026, against Infinity Ward's official Modern Warfare 4 Launch Patch Notes (October 28 update section). Modern Warfare 4 launched on October 23, 2026, and this is the fourth update on that page since launch, after October 23, 24 and 25.

Call of Duty: Modern Warfare 4 - Bot Lobbies
Get bot lobby in 10 minutes
TL;DR: what did the MW4 October 28 update change?
It's the first real weapon balance pass, plus a big Quick Fix nerf. Infinity Ward's October 28 update fixes Quick Fix so taking damage now stops its health regen (it was making players "more tanky than intended"). It removes the 0.95x arm and hand damage penalty on five SMGs (ISO Nightshade, PPSh-41, VEL 46, Wz.55 Striga, X-58 Nyx), cuts upper-body multipliers on the Han 86 and ODEN, nerfs the APOC-338 and FiNN LMGs, and cuts dive speed by 23% to stop the sprint-jump-dive exploit. It also makes Point Blank and Longshot camo challenges easier to track, fixes missing camo progress counters, and puts FFA back to a 30 score limit.
Key numbers from the official notes:
| Change | Official figure |
|---|---|
| Dive velocity after a sprint jump | −23% (short-term exploit fix) |
| SMG arm and hand damage multiplier (5 SMGs) | 0.95 → 1.0 (+5%) |
| PPSh-41 ADS time | 300 ms → 280 ms (−7%) |
| Wz.55 Striga max damage range | 440 → 470 (+7%) |
| Kastov 762 max damage range | 950 → 1050 (+11%) |
| APOC-338 minimum damage | 35 → 33 (−6%) |
| FFA score limit | 30, max party of 2 |
Why does this update matter more than the last three?
Because it's the first one that actually moves gun balance. The October 24 and 25 updates were mostly fixes, plus the Search and Destroy kill XP buff from 100 to 300. On October 25, Infinity Ward said it was "looking at potential weapon tuning changes for a future update." Three days later, here it is.
Infinity Ward describes the goal in one line:
"Our first broad weapon tuning pass is focused on normalizing hit location damage for a more consistent TTK and general improvements to SMG performance." (Infinity Ward, MW4 patch notes, October 28, 2026)
"Normalizing hit location damage" is the key phrase. Most of the changes push body-part multipliers toward a flat 1.0. Arm hits get buffed up to it, and upper-torso bonuses get cut down to it. The practical result is a time-to-kill that depends less on where your shots happen to land. One caveat: every weapon change sits in the Multiplayer section of the notes. Infinity Ward said on October 24 that it has "bespoke weapon tuning in both Multiplayer and DMZ," so don't assume DMZ guns changed the same way. If you followed our beta TTK changes breakdown, this is the same direction Infinity Ward took during the beta weekends, now applied to the launch weapons.
What happened to Quick Fix in MW4?
Quick Fix is the perk where kills and objective actions immediately start your health regeneration. It's one of the perks you get early, which is why so many default classes ran it. The bug was simple and huge: taking damage didn't stop the regen.
"We noticed an issue where Quick Fix would continue to regenerate health even after taking damage. This was causing players to be more tanky than intended. Damage will now properly interrupt Quick Fix." (Infinity Ward, October 28 patch notes)
On the r/modernwarfare4 patch notes thread, the top reaction was basically relief. Players said this explained a lot of gunfights they'd lost to someone who was healing mid-fight, and pointed out that nearly everyone had the perk on by default. The perk also gets a new hitmarker icon.
What it means for you: if you've been getting "I hit him first and still lost" fights, part of that was Quick Fix. Expect TTK to feel more consistent tonight, especially in respawn modes. Quick Fix is still worth running for chaining fights. It just won't carry you through damage anymore. Our MW4 perks guide covers the rest of the perk list.
Which SMGs got buffed in the October 28 update?
Five SMGs lost their arm and hand damage penalty. On all five, the left and right lower arm, upper arm and hand multipliers go from 0.95 to 1.0. Three of them (PPSh-41, Wz.55 Striga and X-58 Nyx) got extra buffs on top.
| SMG | October 28 changes |
|---|---|
| ISO Nightshade | Arm and hand multipliers 0.95 → 1.0 |
| VEL 46 | Arm and hand multipliers 0.95 → 1.0 |
| PPSh-41 | Arm and hand multipliers 0.95 → 1.0 · ADS 300 → 280 ms · movement speed 4.66 → 4.7 m/s · sprint speed 6.18 → 6.21 m/s · ADS strafe 2.75 → 2.78 m/s · crouch speed 2.17 → 2.19 m/s · hipfire move speed 4.19 → 4.2 m/s |
| Wz.55 Striga | Arm and hand multipliers 0.95 → 1.0 · max damage range 440 → 470 (+7%) · mid damage range 825 → 840 (+2%) |
| X-58 Nyx | Arm and hand multipliers 0.95 → 1.0 · head multiplier 1.25 → 1.3 (+4%) · Void Apex Attachment: max damage range 437 → 460 (+5%), mid range 788 → 815 (+3%) |
Why a 5% arm buff matters: arm hits are common with SMGs, because close-range fights mean side-on targets and arms in front of the chest. When arm shots do 95% damage, a few of them can push a kill one bullet past the gun's best case. That's the "five bullets, 99 damage" problem several players complained about in the patch notes thread. With arm damage now at full value, SMG kills should land on their expected shot count more often.
The winners: the PPSh-41 got the widest change list, with faster ADS and small mobility gains on top of the arm fix. The Striga gets the biggest range bump. If you were going to level an SMG this week, those two are the obvious picks. Our fastest weapon leveling guide and the Shipment XP farm are the quickest ways to get them to max level.
What changed for assault rifles?
Assault rifles got a split pass. Three got range buffs, and two had their upper-body damage bonuses cut.
| Assault rifle | October 28 changes |
|---|---|
| Han 86 | Max damage range 1120 → 1200 (+7%) · neck multiplier 1.1 → 1.0 · upper torso multiplier 1.1 → 1.0 |
| Kastov 762 | Max damage range 950 → 1050 (+11%) |
| M4 | Max damage range 990 → 1020 (+3%) |
| ODEN | Neck 1.2 → 1.1 · upper torso 1.2 → 1.1 · lower torso 1.1 → 1.0 · Sentinel Apex Attachment: max range 870 → 820 (−6%), mid range 1810 → 1740 (−4%), muzzle velocity −0.07 |
| Hyeon Burst | Hyperburst Apex Attachment: full-auto max damage 37 → 34 (−8%) · full-auto max damage range 970 → 1220 (+26%) · first mid damage range removed |
| Patriot XMR | EXP Haste 80L 14" barrel recoil control penalty 8% → 6% · FJX Fury IV Grip recoil control penalty 5% → 4% |
The patch notes list range as raw values without units, so treat the percentages as the useful number.
How to read it: the ODEN is the clear loser. It loses chest bonuses and range on its Sentinel Apex Attachment. The Han 86 trades its upper-body bonus for more range, so it's more consistent at distance but less forgiving of chest-only hits up close. The Kastov 762 got the biggest pure buff of any rifle, with 11% more max damage range and no downside. The Hyeon Burst Hyperburst build now hits a bit softer but keeps that damage much further out.
If you're working through rifles for camos, the Apex Attachments guide explains why the Sentinel, Hyperburst and Void Apex changes only affect players who've maxed those guns.
Which LMGs, shotguns and other weapons were nerfed?
| Weapon | October 28 changes |
|---|---|
| APOC-338 (LMG) | First mid damage 38 → 37 (−3%) · first mid damage range 1980 → 1900 (−4%) · min damage 35 → 33 (−6%) |
| FiNN LMG | First mid damage range 1720 → 1620 (−6%) · left and right upper arm multipliers 1.1 → 1.0 (−9%) |
| Type 73 (Assault Apex) | Min damage 19 → 20 (+5%) |
| Warlord (12G Slug Rounds) | Second mid damage range 900 → 810 (−10%) |
LMG players aren't happy. A busy r/modernwarfare4 thread today asked why SMGs got buffed while LMGs got nerfed again. The FiNN was nerfed several times during the beta, and this update trims it again. The APOC-338 loses damage at range, which is exactly where an LMG is supposed to win. The Warlord slug build also loses 10% off its second damage range step, so its second damage-range band ends sooner.
What did the October 28 update fix for camo challenges?
This is the section most grinders will care about. The update fixes several challenge bugs and makes two challenge types easier:
- Point Blank: "Increased the maximum range cutoff for Point Blank Challenge tracking." Kills from a bit further away now count.
- Longshot: "Decreased the minimum range cutoff for Longshot Challenge tracking." You no longer need quite as long a sightline.
- Missing counters fixed: camo and special camo requirements were missing their progress counters across several weapon categories. They're back.
- Auto-tracking fixed: the in-match Tracked & Near Complete camo menu now automatically tracks the next challenge after you unlock a camo.
- Prestige display fixed: military camos no longer show as locked after you Prestige a weapon.
- Fungal Grid Camo now shows up in the camo selection menu.
- Melee, backstab and takedown kills now track correctly for the challenges that need them.
Infinity Ward didn't publish the new distances, so nobody can tell you the exact meter value yet. If you want to know what each challenge label actually requires, our MW4 camo challenges explained guide covers Focused, Point Blank, From Behind and Longshot. For anything still not counting after this patch, use the camo challenges not tracking fix list.
Still broken (official known issue): the Patriot XMR Platinum camo challenge isn't tracking correctly in the UI. Infinity Ward says "the challenge can still be completed and progressed despite not displaying accurately." So keep grinding it. The progress is real even if the counter looks wrong.

Call of Duty: Modern Warfare 4 - Mastery Camo Bundle
Get mastery camos in 10 minutes
What changed for movement, playlists and FFA?
Dive speed is down 23%. Infinity Ward is "aware of a movement exploit where the player can immediately dive after a sprint jump to gain a boost of speed." As a short-term fix, dive velocity is reduced by 23% for everyone. The studio says a long-term fix will remove the exploit without touching dive speed. Our MW4 movement explainer covers how dive, slide and mantle work.
Kill Block launch artwork from Activision. It shows the original 3v3 / 10v10 Gunfight formats. The new playlist runs Kill Block as 6v6 Gunfight.
Featured playlists (updated October 27):
- Shipment 24/7 (new)
- Frontline
- Inflation
- Collateral
- Kill Block: 6v6 Gunfight (new)
- Gun Game (new)
Free For All: the score limit is back at 30 with a maximum party size of 2. Infinity Ward had briefly changed the limit because FFA matches kept going to time, then reversed it after feedback. It also says a later backend update will restore Final Killcam in FFA, "as it has been in recent MW titles."
What other Multiplayer fixes are in the update?
- Riot Shield out-of-bounds exploit addressed.
- UAVs on Sentry are easier to see.
- Players no longer all load in as Reece in Gun Game regardless of their chosen Operator.
- Prestiging from the DMZ FOB now correctly resets Multiplayer Loadouts. That matters if you hit the bug in our loadouts not saving guide.
- Crossfire and Argonaut killstreaks now show the right killfeed icons.
- Blueprint attachments now restore their unique visual when re-added in the menu.
What changed in DMZ?
The headline DMZ change is to the Possum trait. Infinity Ward says Possum is meant to give "a high level operator a second chance," but players were using it as a combat tool. Now you can't activate Possum while the team that killed you is nearby, or until 4 minutes have passed. The studio says the range and duration can still be tuned.
Other DMZ fixes:
- The 3-Plate Armor Vest reward at DMZ Level 37 now unlocks correctly.
- Using the 3D Printer to fill your Backpack during deployment no longer drops you in without your Free Loadout weapons.
- Weapons no longer drop or disappear when you move them between the Primary slot and a Backpack.
- The Airbase Access Card can now be upgraded during a Story Mission when it's in the Secure Slot.
- Possum black screens and broken revives are fixed, and several exploits are closed.
What's still broken after the October 28 patch?
The official known issues list for this update:
- Patriot XMR Platinum camo challenge not tracking in the UI. It still progresses.
- Some Calling Card challenges aren't tracking as intended. Under investigation.
- Best Play selection logic in Multiplayer is off.
- Players who enter Classic Prestige through DMZ menus can't make new MP classes until they delete older classes that use relocked items.
Infinity Ward points players to its official Trello board and the CODUpdates account for live issues. If the servers are the problem rather than the patch, start with our connecting to online services fix.
What should you do differently after this update?
- Re-level an SMG. The PPSh-41 and Wz.55 Striga came out best. Everything you do now on an SMG carries into Season 1, which is November 6 on Activision's official launch roadmap (see our Season 1 roadmap).
- Go back to Point Blank and Longshot challenges. Both got easier today, and missing counters are fixed, so you can see your real progress again.
- Don't count on Quick Fix to win trades. Run it for chaining kills, not to survive fights you're losing.
- Expect more tuning. Infinity Ward called this its "first broad weapon tuning pass," which implies more passes are coming. Don't build your whole camo plan around a gun that just got nerfed, like the ODEN.
Want the buffed SMGs maxed and your camo grind done before Season 1? Our MW4 services are live now: bot lobbies for easy camo and level farming, plus done-for-you camo and weapon leveling.
- MW4 Bot Lobbies — private lobbies from $5.90, the easiest place to finish Point Blank, Longshot and headshot challenges
- MW4 Mastery Camo Bundle — every mastery camo, done for you
- MW4 Weapon Leveling — max the PPSh-41, Striga or any gun and unlock every attachment
- MW4 Account Leveling — skip the rank grind
- All MW4 services
FAQ
When did the MW4 October 28 update come out? Infinity Ward published the notes on October 28, 2026, as part of its running Modern Warfare 4 launch patch notes page. It's the fourth post-launch update after October 23, 24 and 25.
Did MW4 nerf Quick Fix? Effectively, yes. It was a bug fix: Quick Fix kept regenerating health even while you were taking damage. As of October 28, damage interrupts Quick Fix regen, so players aren't as tanky as before.
Which SMGs were buffed in MW4? The ISO Nightshade, PPSh-41, VEL 46, Wz.55 Striga and X-58 Nyx all had their arm and hand damage multipliers raised from 0.95 to 1.0. The PPSh-41 also got faster ADS (300 to 280 ms) and small mobility gains, and the Striga got 7% more max damage range.
Were LMGs nerfed in the MW4 October 28 patch? Yes. The APOC-338 lost damage at range (min damage 35 to 33), and the FiNN LMG lost 6% of its first mid damage range plus its upper-arm damage bonus.
Is Point Blank easier in MW4 now? Yes. The October 28 update increased the maximum range cutoff for Point Blank tracking and lowered the minimum range for Longshot tracking. Infinity Ward didn't publish the new distances.
Why is my dive slower in MW4? Infinity Ward cut dive velocity by 23% to stop a sprint-jump-dive speed exploit. It's a temporary fix. The studio says a long-term solution will remove the exploit without reducing dive speed.



