Infinity Ward has published the August 23 Modern Warfare 4 Early Access Beta patch notes — Day 3 of Weekend One. The update adds Lotus to 6v6, 3v3 Gunfight on Kill Block, a Transit 213 24/7 playlist later today, and a wide pass of weapon, attachment, audio, and bug fixes.
The studio also addressed the spawn conversation head-on. Infinity Ward says the Beta is how they find spawn patterns at scale, and the current state needs to improve. Spawn placement and logic work is ongoing across all maps and modes — not a one-map hotfix.
Time-to-kill is the other focus. Several guns that were killing too fast lost headshot multiplier, and some attachments that looked worse in the menu than they played just had bad Cons text. Those descriptions now match actual behaviour. Advanced Gunsmith stats are still listed as a launch feature.
What's new today
| Type | Addition |
|---|---|
| Map | NEW: Lotus (6v6) |
| Mode | NEW: 3v3 Gunfight on Kill Block |
| Playlist | NEW: Transit 24/7 (later today) |
Lotus was already on the Early Access map list — today is when it actually enters rotation. Kill Block 10v10 Gunfight was already live; 3v3 is the new playlist on that same live-fire facility. Transit 24/7 is a dedicated Transit 213 playlist, not a new map.
General and killstreaks
- Firing Range: lighting and brightness adjusted for better visibility.
- Attack Helicopter: health reduced by 45%.
If you were farming Attack Helicopter as a round-closer, expect it to drop much faster to small-arms and launchers.
Weapon tuning
The through-line is headshot damage. Infinity Ward cut head multipliers on the guns that were winning too many fights on a single high-roll, then layered range and body-multiplier nerfs on the worst offenders.
| Weapon | Headshot multiplier | Notes |
|---|---|---|
| M4 | 1.5 → 1.2 | Hurricane Apex: 1.5 → 1.3 |
| Patriot XMR | 1.42 → 1.22 | Gunfight only |
| Kastov 762 | 1.35 → 1.3 | Also loses neck / upper-torso bonus and close-range damage |
| ISO Nightshade | 1.3 → 1.2 | Damage ranges shortened; recoil increased |
| PPSh-41 | 1.4 → 1.25 | Headshot only |
| X-58 NYX | 1.35 → 1.2 | Gunfight only; ranges retuned |
| FiNN LMG | 1.5 → 1.3 | Damage down at every range |
| Type 73 | 1.4 → 1.3 | Base max damage 31 → 30; Apex conversion hit harder |
| Krait P68 | 1.6 → 1.4 | Ranges shortened; body multipliers flattened |
Kastov 762
The Vault Edition battle rifle takes the biggest body-damage pass. Close-range max damage drops from 36 to 31, a mid-range band is removed, and minimum damage now starts after 22.8m instead of 39.6m. Neck and upper-torso multipliers both go from 1.08 to 1.00 — so those “almost a headshot” pellets no longer get a bonus.
| Range | Before | After |
|---|---|---|
| Max (0–12.1m) | 36 | 31 |
| Medium 1 (12.2–16.7m) | 30 | 28 |
| Medium 2 (16.8–22.8m) | 28 | 23 |
| Medium 3 (22.9–39.6m) | 23 | Removed |
| Minimum | 18 after 39.6m | 18 after 22.8m |
ISO Nightshade, FiNN LMG, Type 73, Krait P68
- ISO Nightshade — close-range damage down (26 → 23), several range bands shortened, one mid-range band removed, recoil magnitude up, headshot 1.3 → 1.2.
- FiNN LMG — max 39 → 33, medium 32 → 28, minimum 28 → 24. Headshot 1.5 → 1.3. This is a full TTK nerf, not just a headshot trim.
- Type 73 — base max damage 31 → 30. The Assault Apex conversion loses more (max 35 → 33, medium 33 → 30, minimum 30 → 24, ranges shortened). Headshot 1.4 → 1.3.
- Krait P68 — max and medium ranges each lose about a metre. Minimum damage 30 → 29. Head 1.6 → 1.4; neck and upper torso 1.25 → 1.15; lower torso and extremities 1.15 → 1.00.
M4 and PPSh-41 only lose headshot multiplier on the core gun — body TTK is unchanged. Patriot XMR and X-58 NYX changes are tagged Gunfight only.
Attachment adjustments
This is the viability pass Infinity Ward flagged in the intro: optics and underbarrels that were eating ADS time for little reason, plus a Frangible stun removal.
- All lasers — brightness adjusted for visual clarity.
- All muzzles — Gunsmith pros, cons, and stats updated to match actual behaviour.
- Frangible Rounds — stun effect removed. Slow was already cut on August 22; the stun is gone today.
- Holo, Mini Reflex, Reflex — ADS speed penalty removed.
- Bipod, underbarrel launcher, underbarrel shotgun — ADS speed penalty removed.
- Angled Grip — ADS penalty +28ms → +22ms; sprint-to-fire penalty +15ms → +10ms.
- Vertical Grip — ADS penalty +22ms → +18ms; jog speed benefit +17%; strafe speed benefit +50%.
If you dropped Holo or Reflex because the ADS penalty felt pointless, put them back on. Vertical Grip is now the mobility underbarrel — the strafe buff is large enough to feel in slide-peek gunfights.
Audio
Infinity Ward is still mixing combat so important cues cut through and loud junk does not.
- Louder: Kill Confirmed pickups, Domination captures, Frag Grenade fuse, Attack Helicopter.
- Quieter: explosions on Transit 213.
- Remix: Artillery Beacon.
Bug fixes
Player-facing fixes in this drop:
- Xbox PC Vault Edition owners can equip Vault Edition unlocks again.
- FPS drops while cooking a Flash Grenade.
- Blood overlay lingering on screen too long.
- Slide-to-sprint animation timing when spectating other players.
- Artillery Beacon voice lines playing inconsistently.
- Kastov Arc Apex attachment breaking when you swapped off the default optic.
- Shattered Code shotgun showing the wrong optic in the Firing Range.
- Weapon Inspect info, text overlap, and attachment changes not reflecting on the displayed build.
- Loadouts failing to save or duplicate.
- Menu text and icon overlap, ultrawide loading cinematics, a brief white flash in the front end, and a debug effect on Crossfire impacts.
- The IW Studio Clan Tag icon being “really, really big.”
Still in the queue
Infinity Ward lists these as still in progress — not fixed in today’s patch:
- Gunny notifications — too many pings for new builds. They are looking at cutting the volume.
- Lobby flow — several countdowns, including map voting, are getting trimmed so you get into the next match faster.
- Killcam — inaccurate when you die close to earning Best Play.
- Hardpoint spawns on Transit 213 — spawn volume is tight; map-side improvements are planned for launch, not necessarily this Beta weekend.
Spawn logic across the rest of the map pool is the longer thread. Today’s notes do not claim a spawn rewrite shipped with this patch.
Full Beta schedule, platforms, and rewards: MW4 Beta hub. Weekend One vs Weekend Two map split: what to play first.
Source: Call of Duty — Modern Warfare 4 Beta Patch Notes (August 23, 2026). Reporting by Chandler Bellgrave. This page covers today’s (Sunday) update only — not the August 21 launch notes or the August 22 patch.
Source: official Call of Duty / Activision information, cross-checked against the MW4 archive. This page is an independent reference.
