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  • 370. Re: Perks, min. number requirement?
    cod7coldwar

    Vahn wrote:

     

    Re: Second Chance

    I always thought the Revive mechanic offered by turning Last Stand into Second Chance made the game a little more interesting.

    *shrug*



    I think that the Last stand part should be a in game mechanic for every one and the revive part should be a perk.

    I think Last stand needs some work to be a bit more fair and realitc. I had/have an idea for a perk for slot 2,but it may be a bit over powered. Here it is:

    Name:Big hands

    Slot 2

    What it does is: Gun recoil 50-75% less.

    Offtopic: When I joined this site I had an idea for a KS, but I think if it's not in now then too late. It was the SR-71 black bird. I know some have said this, but I think I was one of the first. P.S I herd there will be a machete some were in Black Ops.
  • 371. Re: Perks, min. number requirement?
    take out Juggernaut keep
    Commando | Commando Pro
        * Steady Aim | Steady Aim Pro
        * Scrambler | Scrambler Pro
        * Ninja | Ninja Pro
        * SitRep | SitRep Pro
        * Last Stand | Last Stand Pro 


    Perk Set 1

    * Marathon | Marathon Pro
    * Sleight of Hand | Sleight of Hand Pro
    * Scavenger | Scavenger Pro
    * Bling | Bling Pro

       
    Perk Slot 2

        * Stopping Power | Stopping Power Pro
        * Lightweight | Lightweight Pro
        * Hardline | Hardline Pro
        * Cold-Blooded | Cold-Blooded Pro
        * Danger Close | Danger Close Pro
       
        * Special Grenades X 3
        * Bomb Squad
        * Bouncing Betty X 2
        * Bandolier
        * Primary Grenades X 2
        * M2 Flamethrower


    Perk Set #2

        * Stopping Power
        * Fireworks
        * Flak Jacket
        * Gas Mask
        * Camouflage
        * Sleight of Hand
        * Shades
        * Double Tap
        * Overkill


    Perk Set #3

        * Deep Impact
        * Extreme Conditioning
        * Toss Back
        * Second Chance
        * Martyrdom
        * Fireproof
        * Dead Silence
        * Iron Lungs
        * Reconnaissance
    and keep  * M9A1 Bazooka X 2 and  * Satchel Charge X 2 as equipment and put back in pro perks please

  • 372. Re: Perks, min. number requirement?
    _St1tchZ_
    I think that the number of perks doesn't really matter...

    Every perk should have some sort of counter-perk to keep it fair.

    I like the Idea of pro-perks. Treyarch seems to be creative, and i'm sure that they could improve on that idea.
  • 373. Re: Perks, min. number requirement?

    _St1tchZ_ wrote:

     

    I think that the number of perks doesn't really matter...

    Every perk should have some sort of counter-perk to keep it fair.

    I like the Idea of pro-perks. Treyarch seems to be creative, and i'm sure that they could improve on that idea.


    I think at least 7 Perks per tier
  • 374. Re: Perks, min. number requirement?
    CKsquid
    Ok simple.
    Keep adding perks into the game.
    The first thing that becomes unbalanced stop and leave it at that.
  • 375. Re: Perks, min. number requirement?
    duckmen
    Here are perks I liked from both games and would like to see a variant of in black ops




    * Special Grenades X 3
    * Satchel Charge X 2
    * M9A1 Bazooka X 2
    * Bomb Squad
    * Bouncing Betty X 2
    * Bandolier
    * Primary Grenades X 2
    * M2 Flamethrower
    * Bling

    Perk Set #2

    * Fireworks
    * Flak Jacket
    * Gas Mask + shades mixed into one perk, but it wouldn't get rid of tabun gas effects 100% and would allow a bit more visibility through smoke
    * Camouflage
    * A perk to make dogs not go after you
    * Sleight of Hand
    * Double Tap (except not as drastic an increase as before)
    * Overkill
    * Lightweight (except lower its increase to 6%)
    * Hardline (Maybe make it reduce the number as a % but otherwise fine)



    Perk Set #3

    * Extreme Conditioning
    * Toss Back
    * Martyrdom (Wouldn't care if it wasn't there though, since I don't ever use it)
    * Iron Lungs
    * Reconnaissance
    * Steady Aim
    * Scrambler (It has its uses sometimes...)


    Disliked commando but bayonets were good.

    I don't really care whether the claymore/c4/satchel charge/bouncing betty is equipment or first perk, either way is good to me.

    No deathstreaks either, just make everyone invincible for 1-2 seconds after they spawn depending on how bad the games spawn system is/how large the maps are (this wouldnt work on mw2 cause of terminal, wasteland, scrapyard, rust, etc)
  • 376. Re: Perks, min. number requirement?
    Please do not allow a perk combination that will allow people to not use skill. If you believe this is needed to offset new player versus experienced players then disable the crutch when a player reaches a certain level. I have been very disappointed with the combination of Commando and Running perks, especially when combined with the "tactical knife." Perks like these have ruined my gaming experience...that and hackers and modded controllers.

    My 2 cents.
  • 377. Re: Perks, min. number requirement?
    K-Flip
    last time i saw the 3rd option is 62% and now its 59% wth is going on?
  • 378. Re: Perks, min. number requirement?
    BlueHeadShot

    K-Flip wrote:

     

    last time i saw the 3rd option is 62% and now its 59% wth is going on?



    I think your cofused? Its our of 100%. So if more people vote, and they vote the top of middle option, it expands the number of total votes, making the bottom option have less % of total votes.
  • 379. Re: Perks, min. number requirement?
    You stated that you havd read about half of this thread the other day Vahn, but I went back and edited my post afterwards, so you probably missed some of my other perk ideas.

    Here they are:

    perk 1
    rpg 7 x2 - self explanatory

    perk 2
    x-ray vision - all special grenade types have no effect on the player (sort of an amalgamation of the gas mask and shades perks from WaW)

    perk 3
    Tossback - Resets the fuse on picked up thrown grenades.

    Kevlar Vest - Reduced damage from melee attacks (from current 1 knife kill to 2 knife kill)

    Fireproof - Reduced damage from flamebased weapons (This was pointless in WaW but considering Dragon's Breath ammo is in the game I want to see this perk return now).

    and for perks which have pro versions

    rpg 7 x2 - self explanatory
    pro - can resupply 1 of the rockets per life
    to upgrade - get 100 kills with rpg's

    perk 3
    kevlar vest - reduced knife melee damage received
    pro - no knife melee damage received
    to upgrade - kill 20 people despite being stabed first

    tossback - resets fuse of picked up grenades
    pro - reduced firebased damage received (basically fireproof from WaW)
    to upgrade - get 15 kills with thrown back grenades


    Since you are asking us Vahn, I would like to ask you, what perks did YOU like the most in Cod4/WaW/MW2? Just for curiosity.
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