ALL BLACK OPS 6 OPERATOR MODS | GUNSMITH UPDATE EXPLAINED

With the release of Black Ops 6 later this month, you’ll need every advantage you can get when entering gunfights. During the Black Ops 6 Beta, players were introduced to one of those advantages in the form of the Cross Bar, used on the XMG. The Cross Bar is a returning attachment, last seen & used on the Hades LMG back in Black Ops 4. Today, we’re going to be delving into Operator Mods & how they’ll be returning in Black Ops 6:

OPERATOR MODS EXPLAINED

Operator Mods were special attachments you could equip & that would alter the usage of the attached weapon as a whole. Whether it would be 1 shot kill melee Operator Mods, dual wield Operator Mods, or even Operator Mods that gave out explosive bullets, there was no shortage of modifications available for these Operator Mods.

They were not interchangeable however & were locked to 1 specific weapon. For example, the “Cross Bar” couldn’t be used on say, the Vapor-XKG, & vice versa with the Bayonet on the Hades LMG. Treyarch confirmed to us that certain attachments will be inspired by Black Ops 4 operator mods!

ALL BO6 OPERATOR MODS

  • Cross Bar (XMG)

This Operator Mod attaches a horizontal grip to the weapon, greatly increasing ADS strafe speed, but will replace ADS with a tighter hip-fire. We saw this return on the XMG during the Black Ops 6 Beta

  • Bipod (???)

OPERATOR MODS IN THE BO6 GUNSMITH

If you remember back in Black Ops 4, you had to equip a Wildcard in order to use an Operator Mod on your weapon. It’s a possibility that they’ll add a Wildcard to Black Ops 6 in order to use Operator Mods on weapons. Or we may see a system similar to the XMG during the beta where you can equip an attachment in the Gunsmith, & it will have an Operator Mod effect. This would eliminate the need to equip a Wildcard in order to use Operator Mods entirely.

Black Ops 4 used the “Pick 10” System which had its’ flaws when it came to Operator Mods. It was very restricting towards players who may want to use an Operator Mod. You’d have to use two of your 10 slots to equip a Wildcard (in order to use an Operator Mod), & then the Operator Mod itself. This would hold back the player as far as what perks & extra attachments they could use. Say you wanted to equip an Operator Mod on your Strife pistol as well, you’d then lose another 2 slots to use another Operator Mod. This is on top of the 2 slots taken for the weapons themselves.

Overall, that would be 6 slots taken of the 10 you have available in your class, just to use 2 Operator Mods. The “Pick 10” System was good for the time, but given today’s ecosystem, along with the Warzone integration, it no longer seems viable to use in BO6 when it comes to the Gunsmith. No longer using the “Pick 10” system allows players more freedom when it comes to creating classes. It’s likely the aforementioned system of an attachment within the gunsmith will allow Operator Mod type effects on the equipped weapon.

ALL OPERATOR MODS THAT COULD RETURN

Black Ops 4 had quite the selection of weapons (base & DLC) available to use & equip Operator Mods to. All with their own unique effects that could change the functionality of weapons & how they’d be used. Here’s a list of every Black Ops 4 Operator Mod that could return in some fashion within Black Ops 6:

  • WILD FIRE “Spit Fire”
    • Greatly increases fire rate, also increases weapon recoil and decreases players movement speed while aiming and firing.

  • ECHO FIRE “Maddox RFB”
    • Converts the weapon to a 2-round burst weapon with an insane cycling rate.

  • BELT-FEED “Cordite”
    • Weapon gains 600-round magazine that does not reload. Beware however, as the weapon can overheat.

  • DOUBLE TAP “Auger DMR”
    • Converts weapon to 2-round-burst.

  • PENTA BURST “Swordfish”
    • Increases burst from 4 to 5 rounds.

  • FAT BARREL “VKM 750”
    • Shoots larger rounds which hit enemies easier.

  • DRAGON’S BREATH “MOG 12”
    • Incendiary ammunition inflicts wound status effect.

  • BIPOD “Vendetta”
    • Makes the weapon full auto while going prone.

  • BOLT CYLINDER “Outlaw”
    • Converts the weapon to 3-round-burst.

  • BAYONET “Vapor-XKG”
    • Attach a knife to the end of your rifle, allowing you to 1-hit-kill enemies from a greater melee distance.

  • DUAL WIELD “Ballistic Knife”
    • Wield a weapon in each hand. ADS is no longer available.

  • BURST RUSH “Tigershark”
    • Converts weapon to fire a 6-round burst. The last four bullets in the burst fire at an accelerated rate.

  • SKULL SPLITTER “Mozu”
    • Headshots are always lethal.

  • STROBE LIGHT “SG12”
    • Aiming activates a strobe light, visually impairing whoever sees it.

  • DUAL WIELD “Saug 9mm”
    • Allows the user to wield two of this weapon.

  • IMPACT BLAST “S6 Stingray”
    • Flechette projectiles explode when impacting an enemy.

  • STILETTO KNIFE “Strife”
    • Melee attack is always lethal.

  • OPRESSOR “Titan”
    • Suppresses enemies near your bullet stream.

  • REPEATER “ABR 223”
    • Delay between bursts decreases the longer the trigger is held.

  • QUAD SHOT “GKS”
    • Converts weapon to 4-round-burst and increases damage falloff range.

  • STRELOK “Koshka”
    • Precision accuracy while entering ADS.

Each of these Operator Mods could return in one form or another within the plethora of weapons that will be available in Black Ops 6. All would pose unique challenges to try & counter, as well as take advantage of yourself.

COULD CONVERSION KIT AMPs ALSO RETURN?

Now onto the topic of Conversion Kits/Aftermarket Parts. The Conversion Kit system is quite different to the Operator Mods system used in BO4. These kits would completely convert your weapons into something else entirely. While some were attachments, most would change your weapon into something that may have been nostalgic to older weapons used in previous Call of Duty entries.

Attachments like Flamethrowers, Chainsaws, or even laser like attachments were available for weapons like the Bal-27. You were able to convert the BP50 into an SMG with one kit, or turn the RGL grenade launcher into the Thumper, with access to different ammo types. Another notable one was the Lockwood, as the Aftermarket Part would convert it to the Dual Wield Wardens, similar to that of the Dual Wield Models, way back in Modern Warfare 2 (2009).

Will the Operator Mods (or attachments) function like the Crossbar on the XMG? Or will they follow suit to the Aftermarket Parts route where they change the weapon entirely? This could be a case where weekly challenges could return to bring players the Operator Mods, should they go the route of the Aftermarket Part System they used in Modern Warfare 3.

Black Ops 6 could return to the 8 Week System that would award players with attachments for already released weapons, or Conversion Kits for weeks 1-4, week 6, & week 7. For week 5, players could be rewarded with a new ranged weapon for the Reloaded Season. Finally, with week 8, players would unlock a blueprint. They could also ensure that when a new weapon releases, it could feature a special attachment that feels like an Operator Mod from BO4.

THE END

That’s all we have on Operator Mods returning! What are your thoughts on Operator Mods & Aftermarket Parts returning to Black Ops 6? For a full breakdown on Operator Mods & how they might work, check out the video below:

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