Call of Duty: Warzone 2 DMZ is a high-risk, high-reward game mode where players are dropped into an open world to explore. Players can bring gear into the game in their loadout, but if they die or fail to extract from the exfiltration zone, the gear can be permanently lost. However, players can insure some of their weapons to prevent this. Each player starts with one insured weapon slot, which can be customised with attachments of their choosing, and up to two more slots can be unlocked by completing faction missions. Insured weapons will be locked for a period of time if the player fails to extract with them, but this cooldown can be reduced by exfiltrating with cash and valuables.
Characteristics | Values |
---|---|
Number of insured weapon slots available initially | 1 |
Number of insured weapon slots available eventually | 3 |
How to unlock the second insured weapon slot | Complete Tier 3 missions of all three factions: Legion, White Lotus, and Black Mous |
How to unlock the third insured weapon slot | Complete Tier 5 missions of any of the three factions |
What happens to insured weapons if you die in the game | They go on a two-hour cooldown before they can be used again |
How to reduce the cooldown time | Exfiltrate from the game with cash and valuables |
Can insured weapons be customised? | Yes, using Gunsmith |
Can contraband weapons be insured? | No |
What You'll Learn
How to unlock more insured weapon slots
In Call of Duty: Warzone 2's DMZ mode, players can insure weapons so that they can recover them after dying, thus preventing them from losing their weapons forever. Initially, players are provided with one insured weapon slot, but they can unlock up to three. Here's a detailed guide on how to unlock more insured weapon slots:
Unlocking the Second Insured Weapon Slot
To unlock the second insured weapon slot, players must complete Tier 3 missions with all three factions: Legion, White Lotus, and Black Mous. Unlocking the Black Mous faction, the final faction, requires completing all Tier 2 missions for Legion and White Lotus. The second slot is relatively easy to unlock. The challenges for this slot include:
- Extract three IFAKs found at hospitals.
- Extract one AFAK or a large medical bag.
- Extract one enemy operator's weapon.
Unlocking the Third Insured Weapon Slot
Unlocking the third insured weapon slot is more challenging and time-consuming. Players must complete all level 5 missions with any faction. The challenges for unlocking the third slot include:
- Extract five GPUs.
- Extract 10 gold bars.
- Extract 10 gold skulls.
GPUs can be found inside computers in random buildings, offices, banks, and police stations. Gold bars are valuable treasure items that can be found in various containers, with a higher chance of finding them in strongholds and locked areas. Gold skulls can be obtained by defeating bosses or commanders, such as the Bombmaker or the Pyro, or from certain locations like police stations or the Sawah Hotel.
Reducing Cooldown Time for Insured Weapon Slots
When players die in the DMZ, their insured slots are put on a two-hour cooldown before they can use them again. This cooldown time can be reduced by extracting cash and valuables, such as hard drives, watches, and laptops. Additionally, players can reduce the cooldown time by reaching specific reputation levels with the Phalanx faction:
- For the first slot, reach reputation level 3 for a 25% reduction and level 9 for an additional 25% reduction.
- For the second slot, complete both upgrades for the first slot, then reach reputation level 5 for a 25% reduction and level 12 for an additional 25% reduction.
- For the third slot, complete all previous cooldown upgrades, then reach reputation level 7 for a 25% reduction and level 15 for an additional 25% reduction.
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How insured weapons work
In Call of Duty: Modern Warfare II's new Warzone-adjacent mode, DMZ (short for "demilitarized zone"), players can insure their weapons. This is particularly useful because DMZ is a high-risk, high-reward game mode in which players are dropped into an open world, where gear brought into the loadout can be permanently lost if they die or fail to extract from the exfiltration zone.
Insured weapons are your lifeline in DMZ. Players can select one weapon to take into the match as their insured gun (or a blueprint of that gun), meaning that even if they fail to exfiltrate, they won't permanently lose that weapon. This feature is especially handy for beginners who are still learning the ropes, as there is a good chance of dying or failing to exfiltrate during the early hours of gameplay.
How to Get Insured Weapons
When you first load up DMZ, you will notice a contraband stash in the Weapons screen. These contraband weapons can be taken into DMZ as loadouts, but they will be lost if you die. On the other hand, if you extract from DMZ with a new weapon, it can be added to your contraband stash (up to a maximum of 20).
Insured Weapon Slots
Initially, players start with one insured weapon slot, which is the only weapon that won't be lost if they fail to extract. However, it is possible to unlock up to two additional insured weapon slots by completing Faction Missions. The second slot can be unlocked by finishing Tier 3 missions with all three factions: Legion, White Lotus, and Black Mous. Unlocking the final faction, Black Mous, requires completing all Tier 2 missions for Legion and White Lotus. The third and final insured weapon slot can be unlocked by finishing all Tier 5 missions with any faction.
Cooldown Period
If you fail to extract with an insured weapon, it will become locked for a cooldown period of two hours before it can be used again. This cooldown period can be reduced by successfully exfiltrating from DMZ with cash and valuables such as hard drives, watches, and laptops.
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What insured weapons are
In Call of Duty: Modern Warfare II's new Warzone-adjacent mode, DMZ (short for "demilitarized zone"), players can insure weapons. DMZ is a high-risk, high-reward game mode where players are dropped into an open world to explore, and any gear brought in can be permanently lost if the player dies or fails to extract from the exfiltration zone.
Insured weapons are a new mechanic specific to the DMZ mode. Players can select one weapon to take into the match as their insured gun, or a blueprint of that gun, meaning that even if they fail to exfiltrate, the weapon won't be lost permanently. Insured weapons won't be lost by failing to extract, and they can be fine-tuned with attachments to fit play styles and preferences.
When players load up DMZ for the first time, they will notice a contraband stash in the Weapons screen. These contraband weapons can be taken into DMZ as loadouts, but they will be lost if the player dies. On the other hand, insured weapons are tied to insured slots, and players can unlock more slots by finishing missions in DMZ. Initially, only one insured slot is available to players, but up to two additional slots can be unlocked by completing faction missions.
Contraband weapons cannot be insured, and the insured slot only allows players to pick from weapons they have already unlocked. However, if a player extracts from the DMZ with a weapon, it will be unlocked as an insured gun, allowing it to be slotted into the insured slot. Insured weapon slots also allow players to use the Gunsmith feature and tweak those weapons to their preferences by adding optics, grips, stocks, and other accessories, provided they have unlocked them.
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How to get insured weapons back faster
In Call of Duty: Warzone 2's DMZ mode, insured weapons are your lifeline. If you fail to leave Al Mazrah with a weapon, you will lose it permanently unless it's in an insured slot. Insured weapons won't be lost if you fail to extract and can be customised with attachments to suit your playstyle.
- Complete Faction Missions: You can unlock up to three insured weapon slots in DMZ. The first one is unlocked by default, and the other two are available by completing specific Faction Missions. To unlock the second slot, complete Tier 3 missions with all three factions: Legion, White Lotus, and Black Mous. Unlocking Black Mous requires completing all Tier 2 missions for Legion and White Lotus. The third slot is available by finishing all Tier 5 missions with any faction.
- Reduce cooldown times: When you fail to extract with an insured weapon, it will be locked for a cooldown period of up to two hours. You can reduce this cooldown by exfiltrating from DMZ with as much cash and valuables as possible. The more cash you collect, the more you can reduce the cooldown.
- Unlock passive cooldown abilities: In the Upgrade menu, you can unlock passive cooldown abilities for each insured weapon slot. This will give you additional cooldown bonuses and further reduce the time needed to get your insured weapons back.
- Reach specific reputation levels: You can reduce the cooldown of the weapon penalty for your first insured slot by reaching reputation level three of Phalanx for a 25% reduction. Reaching level nine will give you an additional 25%, resulting in a total reduction of 50%.
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How insured weapons are different from contraband weapons
In the Call of Duty: Modern Warfare II game, players can choose to play the DMZ mode, which stands for "demilitarized zone". In this mode, players are tasked with infiltrating Al Mazrah, completing tasks, and fighting off AI enemies. The game introduces the concepts of insured weapons and contraband weapons.
Insured weapons are those that players can choose to bring into the match and will not lose permanently if they fail to exfiltrate. Each player starts with one insured weapon slot, with the option to unlock up to two more through completing various missions. If a player fails to exfiltrate with an insured weapon, the slot goes on a cooldown period of one to two hours, after which the weapon can be used again. This cooldown period can be reduced by exfiltrating with cash and valuables. Insured weapons can be customized with various attachments to fit the player's preferences and playstyle.
Contraband weapons, on the other hand, are any guns that players loot from Al Mazrah or from other players or enemies. These weapons are not permanently tied to the player and will be lost if the player dies or fails to exfiltrate. Contraband weapons cannot be customized or insured, and players are stuck with the attachments that come with the gun.
The main differences between insured and contraband weapons lie in what happens if the player fails to exfiltrate and in the ability to customize the weapons. Insured weapons provide a level of security, as players will not lose them permanently, but they come with a cooldown period. Contraband weapons offer more variety, as players can loot different weapons with different attachments, but they are at risk of losing these weapons if they don't make it out of Al Mazrah.
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Frequently asked questions
Insured weapons in DMZ are your lifeline. You can select one weapon to take into the match as your insured gun, or a blueprint of that gun. If you fail to exfiltrate, you won't lose the insured weapon you went in with.
You initially start with one insured weapon slot. To unlock the second slot, you must complete Tier 3 missions of all three factions in the game: Legion, White Lotus, and Black Mous. The third insured weapon slot can be unlocked by completing Tier 5 missions of any of the three factions in DMZ.
If you don't manage to exfiltrate successfully, the insured weapon you used will be inaccessible for a certain amount of time, typically a one or two-hour cooldown. You can reduce this cooldown by successfully completing subsequent games and exfiltrating from matches with cash and valuables such as hard drives, watches, and laptops.