
Black Ops 7 Season 2 Reloaded overview
Firing Range is back in Black Ops 7 Season 2 Reloaded with Wall Jumps for the first time ever. Master every zone, loadout, and hidden trick with our f

Firing Range is one of the most storied multiplayer maps in Call of Duty history. First introduced in the original Black Ops in 2010: set inside a military training complex in Guantánamo Bay, Cuba: the map became an immediate fan favorite thanks to its tight three-lane structure, a distinctive central Tower, and the iconic moving target range behind the Office building. After disappearing from the roster for years, it returned in Black Ops III, Black Ops 4, Mobile, and most recently Black Ops 6's Season 3 update in April 2025.
Now it arrives in Black Ops 7's Season 2 Reloaded on March 11, 2026: carrying over the BO6 remaster iteration into the new game's rotation, but with a brand-new twist: Wall Jumps have been added to the layout for the first time in the map's history. So isn’t this sounds like a great idea to create a comprehensive Black Ops 7 Firing Range Guide? With all those:
And other things?
Firing Range operates on a compact three-lane structure with a dominant central control point: the Tower: and two flanking routes that reward map awareness and quick rotations. Here is a full breakdown of every named zone and what it means for your gameplay.
The defining landmark of firing range. The central elevated structure offers sightlines down the road and across to both the shoot house and garage upper floors. Controlling the tower is frequently the difference between winning and losing: but it's exposed on multiple sides. In bo7 specifically, wall jump routes create new approach angles to contest the tower from unexpected directions. Pair with an lmg or ar to lock down the road from height.
A multi-story structure on one side of the map offering vertical gameplay. The upper floor controls sightlines toward the tower and the central road. There is an opening in the roof near the staircase that allows you to drop down and ambush enemies on the first floor: a consistently rewarding trick that many players never learn to anticipate. The covered shed behind the shoot house can also be jumped on top of for an additional off-angle position. High-risk, high-reward.
The counterpart to the shoot house, offering similarly elevated vantage points from the upper floor. Teams fighting over the garage and shoot house simultaneously creates intense two-building crossfire across the road. A jeep is parked inside: the original map's iconic detail: and a small red storage shed adjacent to building 3 bears the hand-painted message "next time bring beer," a piece of developer humor from 2010 that has survived into bo7.
The central lane connecting both team spawns. The action never truly stops on the road: it is the map's primary chokepoint and the deadliest place to run in a straight line. Crossfire from the tower, shoot house, and garage converges here constantly. The showers building sits at one end of the road spawn and offers immediate cover on entry. Moving through the road requires patience, timing, and smoke grenades.
The office runs parallel to the center and offers a semi-protected path between the main lanes. A bookshelf halfway down the interior provides a brief cover reference point. Behind the office, the iconic moving shooting targets still slide along their rails: a detail preserved from the 2010 original that adds visual noise, drawing attention and occasionally disguising a flanking player's movement. Holding the back of the office provides shots at enemies in the center without exposure to the tower.
The long outer lane that skirts the entire center of the map. The dirt road runs past the storage building and links the depot on one end to the shoot house on the other. It is a deliberate, slower route favored by players who want to avoid the chaos of the central road. The upper storage room halfway through is a notorious ambush position: checking it before committing to the dirt road is essential. A patient enemy camping there with a prox alarm can shut the flank down entirely.
The container section sits near one end of the map and is predominantly exposed. A parked vehicle provides limited cover on the street, but the yellow corner shed and shipping crates are where the real opportunities lie. There is a blasted opening in the side of one of the crates: barely large enough for a single operator: that functions as a perfect ambush point against players sprinting through. Toss a grenade in preemptively if you suspect it is occupied.
The showers building sits adjacent to the main road spawn point and provides immediate early-round cover. The bunker offers a secondary refuge near the containers section. Both are transitional positions: useful for holding ground before committing to a power position, and good places to fall back to when the center becomes untenable. Domination captures near the showers side are frequently contested from the road angle.
BO7 EXCLUSIVE: Wall Jump routes have been added to Firing Range for the first time in the map's history. These new paths open vertical approach angles that did not exist in any previous version, creating new flanking possibilities around the Tower and changing how buildings like the Shoot House can be accessed from the exterior.
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Firing Range's compact size and three-lane design interact differently with each game mode. Here's how to approach each objective type with intention.
|
Game Mode |
Key Objective Locations |
Priority Action |
Recommended Class |
|
Team Deathmatch |
Road, Tower Crossroads |
Lock the Tower early; control sightlines across the Road to funnel enemy movement into predictable lanes |
LMG or AR with Smoke Grenades and Flak Jacket |
|
Domination |
A (Showers), B (Tower), C (Garage) |
Secure B (Tower) immediately: it grants visual control over both A and C. Flak Jacket is essential given the grenade spam on open flags |
SMG for fast flag caps; Flak Jacket; Impact/Smoke combo |
|
Hardpoint |
Tower, Road, Office, Shoot House |
The Hardpoint rotates through small, exposed zones. Prioritize repositioning early rather than camping; hold entry chokepoints rather than the point itself |
Mobile SMG build with Engineer Perk; Prox Alarm to cover flanks |
|
Search & Destroy |
A (Containers area), B (Shoot House) |
Site A is accessed via the Dirt Road flank; Site B is approached through the Shoot House. Defending from the Tower risks exposure: post up in the Garage upper floor for B defense |
Precision AR or Marksman Rifle; Claymore on flank entries; Ghost |
|
Kill Confirmed |
Throughout: high tag density near Tower |
Tags cluster in the Road and Tower area after every engagement. Rushing tags under fire is a fast way to die: wait for a lull or send a teammate first while you cover |
High mobility SMG; Scavenger; Fast Hands for quick tag pickups |

Firing Range classifies as small-to-medium in size. The tight lanes and frequent close-to-mid engagements heavily favor SMGs and Assault Rifles. Snipers are at a significant disadvantage: the map rarely produces the long sightlines needed to justify a bolt-action.
|
Weapon |
Class |
Why It Works Here |
Tier |
|
REV-46 |
SMG |
Season 2 Reloaded's new SMG is already regarded as one of the best close-range options in BO7. Its high RPM produces one of the quickest TTKs in its category: perfectly tuned for Firing Range's non-stop close quarters |
S-Tier |
|
Dravec 45 |
SMG |
Consistent meta SMG with strong bullet velocity and damage range after recommended attachments. Easy to use and forgiving in the hectic Road and Tower firefights |
S-Tier |
|
EGRT-17 |
AR |
New Season 2 Battle Pass AR with an exceptional fire rate rivaling the Peacekeeper and strong versatility under 40m. Excellent all-rounder for players who want AR utility without sacrificing close-range viability |
A-Tier |
|
Maddox RFB |
AR |
Consistent top-tier AR that holds lanes down the Road effectively. Its stability means it punishes enemies caught in the open between buildings |
A-Tier |
|
SG-12 |
Shotgun |
With the correct Tac Stance build and fire rate boost, the SG-12 becomes a three-shot kill within 15 meters. Devastating inside the Shoot House, Garage first floor, and Containers |
A-Tier |
|
Swordfish A1 |
Marksman Rifle |
The new Season 2 Reloaded burst Marksman Rifle. Not optimal on Firing Range due to size, but the four-round burst and minimal recoil can punish Road crossings from the Shoot House upper floor with precise play |
B-Tier |
|
Sniper Rifles (Any) |
Sniper |
Snipers are consistently poor performers on Firing Range. The map's small footprint and tight lane angles provide almost no viable long-range sightline to justify a bolt-action. Avoid unless running a Variable Scope for specific objective defense |
D-Tier |

Three purpose-built loadouts for Firing Range, each tuned to a different playstyle. All are grounded in the official BO6/BO7 Firing Range guide recommendations and the current Season 2 meta.
|
Category |
Crossroads Gunner |
The Scout |
Shoot House Slugger |
|
Role |
Aggressive · Road & Tower |
Reconnaissance · Intelligence Control |
Melee · Shoot House & Garage |
|
Primary |
LMG (GPMG-7 / PU-21): Suppressor, Extended Mag |
AR (EGRT-17 or Maddox RFB): tuned for 40m |
REV-46 SMG: max damage range attachments |
|
Secondary |
Sirin 9mm (fast swap for CQC) |
Velox 5.7 burst pistol |
Dedicated Melee weapon of choice |
|
Tactical |
Smoke Grenade (relocate under fire) |
Impact Grenade (Shrapnel Radar tag) |
Prox Alarm: flank detection in Storage |
|
Lethal |
Frag Grenade |
Neurogas: disorient Dirt Road flankers |
Blast Trap: Garage stairwell |
|
Perk 1 |
Flak Jacket: absorbs explosive damage |
Scavenger: resupply Impact Grenades |
Close Shave (Season 3): melee lethality |
|
Perk 2 |
Fast Hands: quick weapon swap to Sirin |
Engineer: see enemy equipment through walls |
Bruiser: health regen on melee kills |
|
Perk 3 |
Ghost: stay off UAR while holding the Road |
Vigilance: extended minimap awareness |
Slipstream: base movement speed |
|
Field Upgrade |
Morphine Injector: second chance |
Trophy System: defend power positions |
Tactical Insertion: hold your building |


Firing Range is back in Black Ops 7 Season 2 Reloaded with Wall Jumps for the first time ever. Master every zone, loadout, and hidden trick with our f

Firing Range is back in Black Ops 7 Season 2 Reloaded with Wall Jumps for the first time ever. Master every zone, loadout, and hidden trick with our f

Firing Range is back in Black Ops 7 Season 2 Reloaded with Wall Jumps for the first time ever. Master every zone, loadout, and hidden trick with our f

Firing Range is back in Black Ops 7 Season 2 Reloaded with Wall Jumps for the first time ever. Master every zone, loadout, and hidden trick with our f

It is a direct carry-over from Black Ops 6. The geometry remains identical, but new Wall Jump routes significantly change how you approach power positions.
SMGs like the REV-46 dominate due to constant close-quarters combat. Assault Rifles work well centrally, but you should completely avoid using sniper rifles here.
It is excellent for aggressive close-range camo challenges and XP grinding due to constant action, but it is terrible for long-range weapon kill requirements.


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