MW4 Open Beta Weekend 2 Changes: TTK, Spawns & What’s New

Yasir Rehman
ABOUT AUTHOR
Content Writer

Yasir Rehman is an experienced gaming content writer who specializes in SEO, search intent research, and long-form content. He writes comprehensive guides and gameplay strategies that help players make informed decisions and stay ahead of the latest gaming trends.


Modern Warfare 4 Weekend 2 does more than open the beta to everyone. Infinity Ward has already slowed the fastest weapon kills, improved spawn logic and promised dedicated Hardpoint tuning before the free Open Beta begins.

Modern Warfare 4 beta Weekend 2

Quick answer: The MW4 Open Beta starts August 28 at 10 AM PT and ends September 1 at the same time. Weekend 2 raises the level cap to 30, adds Lithium, Hijack, 24v24 Combat Outpost, Zodiac Resurgence and Nintendo Switch 2 support. TTK changes have affected six major weapons, while spawn logic is improved in most modes. Infinity Ward is reviewing movement, but it has not published a detailed movement balance pass yet.

Weekend 2 gives you four days to reach Level 30 and unlock the Beta Forged blueprint. If that limited window is the problem, our Modern Warfare 4 boosting service covers weapon levels, beta rewards, camos and KD goals with professional players and 24/7 support.

Related MW4 Guides

What Changed Between Weekend 1 and Weekend 2?

The biggest difference is access. Weekend 1 was an Early Access test for eligible players, while Weekend 2 is free across every supported platform. No preorder or beta code is required.

Our Premium Modern Warfare 4 Boosting Services
Beta Rewards Boost
MW4 Beta Rewards Boost
Beta Forged Blueprint
Dread Tiger Operator
All 8 Beta Unlocks
Soldier Rank Boost
MW4 Soldier Rank Boost
Level Cap Reached
Create-A-Class Slots
Prestige Path Unlock
Weapon Leveling
MW4 Weapon Leveling
Apex Attachment Unlock
Max Weapon Level
Any Weapon

The build is changing too. Infinity Ward pushed daily weapon, audio, visibility and spawn updates during Weekend 1. Weekend 2 starts from that newer balance state and adds a much larger content pool.

FeatureWeekend 1Weekend 2
DatesAugust 21 to 25August 28 to September 1
AccessEarly AccessFree for everyone
Level capLevel 20Level 30
Core mapsRooftops, Silkworm, Transit 213, Cachette and LotusAll Weekend 1 maps plus Lithium
New core modeInflation and Search & Destroy added during the weekendHijack joins the rotation
Kill Block3v3 available; 10v10 temporarily removed3v3 and 10v10 Gunfight
Large-scale combatLimited24v24 Combat Outpost
WarzoneNot playable44-player Zodiac Resurgence
PlatformsPS5, Xbox Series X|S and PCPS5, Xbox Series X|S, PC and Nintendo Switch 2

Returning players keep their Weekend 1 progression. If you finished at Level 20, you can continue toward Level 30 as soon as the Open Beta goes live. Any XP earned after reaching the Weekend 1 cap was not banked, so everyone at Level 20 starts the second climb from the same point.

Is the MW4 TTK Slower Now?

Yes, the minimum TTK is slower for several weapons after Infinity Ward reduced damage ranges, body multipliers and headshot bonuses. This does not mean every gunfight now takes dramatically longer. It means fewer weapons can produce unusually fast kills outside their intended range.

That difference matters. A gun may keep the same close-range bullet count but require an extra shot once the target moves past its new damage drop-off. Another weapon may feel unchanged on body shots but lose the headshot multiplier that created near-instant kills.

The August 24 update targeted six weapons:

WeaponWhat changedWhat you should expect
AxionMaximum and medium damage ranges shortenedStrong damage drops sooner at distance
Han 86Ranges shortened; head and neck multipliers reducedWeaker headshots and less reach
Kastov 762Medium damage reduced; headshot multiplier loweredFewer fast kills at medium range
M4Maximum range reduced; new damage band added; minimum damage loweredMore noticeable damage drop-off
PPSh-41Damage ranges shortened; medium damage and torso multipliers reducedLess effective outside close range
MAR-9Maximum range and body multipliers adjustedUpper-body hits are less punishing
MW4 TTK

Which Weapons Received the Biggest Nerfs?

The M4 and Han 86 received two of the most noticeable adjustments. Both lose part of the range that made them dependable in almost every fight.

M4

The M4 keeps 28 damage inside its maximum range, but that range ends at 20.3 metres instead of 25.4 metres. Its original 22-damage range also ends sooner, and Infinity Ward added a new 17-damage band before the weapon falls to 16 minimum damage.

That means the M4 should still feel comfortable in short and medium engagements. It simply stops behaving like a full-strength rifle across longer lanes. Players may need attachments that improve damage range or recoil control rather than building entirely for speed.

Han 86

The Han 86 maximum damage range dropped from 26.1 to 23.5 metres. Its medium range now ends at 43.7 metres instead of 47.5 metres.

The more important change is its locational damage. The headshot multiplier fell from 1.4x to 1.25x, while the neck multiplier dropped from 1.4x to 1.1x. Shots landing around the head and neck no longer shorten fights as aggressively.

Kastov 762

The Kastov 762 retains its 34 maximum damage inside 22.2 metres. Its medium damage falls from 30 to 29, its medium range becomes slightly shorter and its headshot multiplier drops from 1.48x to 1.35x.

It should remain a hard-hitting rifle. The patch mainly removes some of its easiest medium-range kill combinations. For updated weapon recommendations, check our MW4 beta best guns and loadouts guide.

PPSh-41

The PPSh-41 keeps its 22 maximum damage, but every major range band becomes shorter. Its first medium damage value also drops from 18 to 17. Neck and upper-torso multipliers were reduced to 1.0x, which makes accurate body tracking more important than catching a generous upper-body bonus.

This is a clear attempt to keep the PPSh-41 inside an SMG role. It can still pressure players up close, but stretching it across open areas should feel less reliable.

Will Weekend 2 Fix the Spawn Problems?

Spawn logic has improved across every mode except Hardpoint, according to Infinity Ward. Hardpoint is receiving its own tuning for the Open Beta because its rotating objective creates different problems from Team Deathmatch, Domination or Kill Confirmed.

That distinction is important. Weekend 1 players frequently reported spawning beside enemies, returning inside active lines of fire or appearing too close to the current Hardpoint. General spawn logic can reduce bad placements, but Hardpoint also needs to account for hill ownership, team positioning and the next objective rotation.

Weekend 2 should produce fewer obviously unsafe spawns in regular modes. Whether Hardpoint feels properly fixed cannot be judged until players test the new tuning across a larger, free-access population.

Spawn issueCurrent status
Unsafe spawns in core modesSpawn logic improved
Hardpoint spawn flowDedicated Weekend 2 tuning confirmed
Enemies appearing too closeTargeted by general spawn improvements
Unpredictable team flipsNeeds live Weekend 2 testing
Spawning into active gunfireNeeds live Weekend 2 testing
HARDPOINT SPAWN CHANGES

Is MW4 Movement Changing in Weekend 2?

Movement is under review, but Infinity Ward has not published a detailed Weekend 2 movement changelog yet. There are no confirmed numerical changes to slide speed, Tactical Sprint duration, mantle momentum or stamina regeneration at the time of writing.

The studio specifically identified movement as one of the systems being assessed between beta weekends. That confirms player feedback is being considered. It does not confirm that every requested adjustment will be live on August 28.

The current movement system includes:

  • Mantle Slide: Move directly from a mantle into a slide.
  • Mantle Momentum: Keep forward speed while crossing an obstacle.
  • Mantle Steering: Aim, steer or cancel during a mantle.
  • Supine Slide: Finish a longer slide while lying on your back.
  • Pipe Climb: Use vertical pipes to reach another level.
  • Fast Pipe Slide: Descend pipes more quickly.
  • Hang Shimmy: Reposition while hanging from a ledge.
  • Hang Lean: Aim around an angle while holding a ledge.
  • Climbing Jump: Jump in different directions while climbing or hanging.

Player feedback is divided here. Some want quicker slides and smoother sprint transitions. Others think faster movement would make the slower TTK changes favour aggressive players too heavily. Weekend 2 needs to balance both sides: movement should feel responsive without making a player impossible to track.

What New Content Arrives in the Free Open Beta?

Weekend 2 expands far beyond a balance patch. Players get a new core map, another objective mode, large-scale combat and the first Warzone experience included in a Call of Duty beta.

Lithium joins the map pool

Lithium becomes the sixth core 6v6 map alongside Rooftops, Silkworm, Transit 213, Cachette and Lotus. Lotus is not being replaced, so both newer maps remain available during the Open Beta.

Hijack enters the mode rotation

Hijack is a 6v6 objective mode built around a Data Spike. Teams carry the device toward the opposing Comm Station, plant it and defend the upload to score. Its moving objective should expose spawn and map-flow problems more clearly than a standard elimination mode.

10v10 Gunfight returns

Infinity Ward removed 10v10 Gunfight from Kill Block late in Weekend 1 but confirmed that it returns for Weekend 2. The smaller 3v3 version remains available, giving players two very different ways to test Kill Block’s changing arena.

Combat Outpost adds 24v24 battles

Combat Outpost brings Ground War-style fighting to Imjin Farmlands and Wolves Stadium. At 24 players per team, it should be a useful test for vehicle balance, long-range weapons, spawn placement and network performance under heavier load.

Zodiac brings Warzone into the beta

Zodiac is a 44-player Resurgence map set around a drone assembly and manufacturing complex. It includes offices, production buildings, rooftops, tunnels, train lines, docks and shoreline fights.

Squad members can redeploy while at least one teammate remains alive. Eliminations and Contracts shorten the return timer, so the mode rewards active teams rather than players who hide until their squad comes back.

What Unlocks Between Levels 21 and 30?

Weekend 2 raises the cap to Level 30 and opens five additional weapon unlocks. Returning players begin from their saved Weekend 1 level, while new players can progress from Level 1 through the entire beta track.

LevelWeapon or reward
21Kastov 762
23.50 GS and Field Tested Spray
25Patriot XMR
26Beta Rights Loading Screen
27X-58 Nyx
30Signal .50 and Beta Forged Han 86 Blueprint

The eight main beta rewards carry into the full game when Modern Warfare 4 launches. Normal Player Level and weapon progression reset after the test. Cosmetic beta rewards stay connected to the Activision account that earned them.

What Should Returning Players Test First?

Do not spend the first hour repeating the same matches you played during Weekend 1. Test the systems Infinity Ward actually changed.

  1. Rebuild the M4 and Han 86: Their range and multiplier changes may make your old attachments less effective.
  2. Play Hardpoint: This is the fastest way to judge whether the dedicated spawn pass improved objective flow.
  3. Compare body shots and headshots: Several rifles lost head and neck bonuses, so aim placement should produce different results.
  4. Take the PPSh-41 beyond close range: Its shortened damage bands should be easy to feel across open lanes.
  5. Run the Mobility Course: Check movement consistency before assuming an undocumented mechanic was changed.
  6. Try Combat Outpost: Large-scale matches will reveal whether spawns and weapon ranges hold up outside 6v6.
  7. Watch connection quality: A balance change cannot solve a time-to-death problem caused by latency or packet delay.

If the TTK feels unchanged, consider the weapon, distance and hit location before deciding the patch did nothing. Many adjustments affect damage drop-offs and multipliers rather than adding an extra bullet to every close-range fight.

Does Weekend 2 Address the Main Player Complaints?

It addresses several of them, but it is too early to call every problem fixed.

Player complaintDeveloper responseVerdict before launch
TTK is too fastDamage ranges, raw damage and multipliers adjustedConfirmed improvement for selected weapons
Spawns feel randomGeneral spawn logic improvedNeeds testing with the larger player pool
Hardpoint spawns are chaoticDedicated tuning planned for Weekend 2Promising but untested
Movement feels inconsistentMovement is under reviewNo detailed changes confirmed
Footsteps are too loudEnemy footstep and gear volume reducedAlready live from Weekend 1
Attachments have excessive penaltiesPenalties removed from selected optics and underbarrelsAlready live for affected attachments
WEEKEND 2 NEW CONTENT

The free Open Beta is the more useful test because it removes the preorder requirement and expands the population. A wider mix of playstyles should give Infinity Ward better data on whether the current fixes work outside an experienced Early Access audience.

Weekend 2 will continue changing as Infinity Ward releases daily notes. Follow our latest gaming guides and updates for new weapon tuning, spawn fixes and MW4 changes as they go live.

Conclusion

MW4 Weekend 2 starts from a better balance state than the Early Access build. The M4, Han 86, Axion, Kastov 762, PPSh-41 and MAR-9 have all been pulled back in specific ranges, while spawn logic has improved across most core modes. Hardpoint receives separate attention because its problems run deeper than a simple global spawn adjustment.

Movement is the remaining question. Infinity Ward has confirmed that it is reviewing the system, but there is no detailed movement patch to judge yet. Treat claims about faster slides, changed stamina or new sprint values as speculation until they appear in official notes.

The real test begins August 28. A free player pool, Level 30 progression, Lithium, Hijack, Combat Outpost and Zodiac Resurgence will put the updated TTK and spawn system under much heavier pressure. If those systems hold up, Weekend 2 can fix much of the rough first impression. If not, Infinity Ward still has work to do before October 23.

Frequently Asked Questions

When does the MW4 Open Beta Weekend 2 start?

The MW4 Open Beta starts August 28, 2026, at 10 AM PT and ends September 1 at 10 AM PT. It is free on PS5, Xbox Series X|S, Steam, Battle.net, Xbox on PC and Nintendo Switch 2.

Did MW4 make the TTK slower?

Yes, Infinity Ward increased the minimum TTK of several weapons by reducing damage ranges, damage values and locational multipliers. The effect varies by weapon and engagement distance.

Which weapons were nerfed before Weekend 2?

The August 24 update adjusted the Axion, Han 86, Kastov 762, M4, PPSh-41 and MAR-9. The M4 and Han 86 received particularly noticeable range and headshot-related changes.

Did MW4 fix the spawns?

Spawn logic has been improved across every mode except Hardpoint. Hardpoint receives dedicated spawn tuning for Weekend 2, but its effectiveness needs to be tested after the Open Beta begins.

Is movement changing in MW4 Weekend 2?

Movement is being reviewed, but Infinity Ward has not confirmed a detailed Weekend 2 movement balance pass. No official slide-speed, Tactical Sprint or stamina values have changed publicly yet.

Does MW4 Weekend 1 progress carry over?

Yes, Player Level and weapon progression carry from Weekend 1 into Weekend 2. XP earned after reaching the Level 20 cap was not saved toward Level 21.

Does MW4 beta progress carry into the full game?

Normal levels and weapon progression reset after the beta. Earned beta cosmetics, including the Dread Tiger skin and Beta Forged blueprint, remain tied to your Activision account for the full launch.