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  • 380. Re: Perks, min. number requirement?
    K-Flip
    oh right lol x_x
  • 381. Re: Perks, min. number requirement?
    Somedude94

    Vahn wrote:

     



    Perk Set #1

        * 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


    Perk Set #2

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


    Perk Set #3

        * Deep Impact
        * Extreme Conditioning
        * Toss Back-stupid
        * Second Chance
        * Martyrdom
        * Fireproof-stupid
        * Dead Silence
        * Iron Lungs-dumb
        * Reconnaissance-stupid

    MW2

    Perk Set 1

        * Marathon | Marathon Pro
        * Sleight of Hand | Sleight of Hand Pro
        * Scavenger | Scavenger Pro
        * Bling | Bling Pro
        * One Man Army | One Man Army Pro-overpowered

    Perk Slot 2

        * Stopping Power | Stopping Power Pro either put Juggernaut back or take this perk out along with it  
        * Lightweight | Lightweight Pro yes give people the advantage if both are running good idea NOT!
        * Hardline | Hardline Pro
        * Cold-Blooded | Cold-Blooded Pro
        * Danger Close | Danger Close Pro makes both range and damage more powerful, one or the other please maybe pro could be both
    Perk Slot 3

        * Commando | Commando Pro OH SO OVERPOWERED
        * Steady Aim | Steady Aim Pro
        * Scrambler | Scrambler Pro first part useless, pro not so much
        * Ninja | Ninja Pro please no heartbeat sensors
        * SitRep | SitRep Pro first perk
        * Last Stand | Last Stand Pro second chance is far better



    As you can see many of these perks are overpowered/stupid. Make useful, yet not over powered perks please.
  • 382. Re: Perks, min. number requirement?
    DarkBackster
    WaW

    Perk Set #1

        * Special Grenades X 3 (go, we have scavenger)
        * Satchel Charge X 2 (make equipment)
        * M9A1 Bazooka X 2 (secondary weapon)
        * Bomb Squad (go, sitrep is better)
        * Bouncing Betty X 2 (go, claymores are more balanced)
        * Bandolier (go, there is Scavenger Pro)
        * Primary Grenades X 2 (go, there is Scavenger Pro)
        * M2 Flamethrower (don't care)


    Perk Set #2

        * Stopping Power (go away, ruins balance. Don't put any perks that mess up damage)
        * Fireworks (go away)
        * Flak Jacket (make equipment, blast shield, but don't remove the mini-map)
        * Gas Mask (unite it with Shades, so that one Perk negates both Special 'Nades. Maybe you can have Pro negate flashes and normal negate stuns)
        * Juggernaut (go, ruins balance)
        * Camouflage (stay)
        * Sleight of Hand (stay, but on Perk Slot 1)
        * Shades (unite with Gas Mask)
        * Double Tap (stay, we should have an offensive perk)
        * Overkill (stay)


    Perk Set #3

        * Deep Impact (go, FMJ)
        * Extreme Conditioning (stay, maybe move to slot 1)
        * Toss Back (stay, but improve it. Make it so that when you get Pro, Granade indicadors appear from further away AND on Hardcore)
        * Second Chance (stay)
        * Martyrdom (either go, or deathstreak)
        * Fireproof (if the flamethrower is there... then stay)
        * Dead Silence (go away, we have Ninja)
        * Iron Lungs (go, Steady Aim Pro)
        * Reconnaissance (Stay)

    MW2

    Perk Set 1

        * Marathon | Marathon Pro (Switch out Marathon for Extreme Conditioning, but keep the Pro effect)
        * Sleight of Hand | Sleight of Hand Pro (stay)
        * Scavenger | Scavenger Pro (stay)
        * Bling | Bling Pro (stay)
        * One Man Army | One Man Army Pro (go or tweak it so you cannot recover ammo by switching classes)

    Perk Slot 2

        * Stopping Power | Stopping Power Pro (go, ruins balance)
        * Lightweight | Lightweight Pro (stay)
        * Hardline | Hardline Pro (stay)
        * Cold-Blooded | Cold-Blooded Pro (stay)
        * Danger Close | Danger Close Pro (go, ruins balance)

    Perk Slot 3

        * Commando | Commando Pro (remove Commando, add in the no fall damage to Ninja Pro)
        * Steady Aim | Steady Aim Pro (keep)
        * Scrambler | Scrambler Pro (have it so that Pro is slightly increased scrambling range, there already is one counter claymore perk)
        * Ninja | Ninja Pro (have Ninja normal be Silent Footsteps and Pro no fall damage)
        * SitRep | SitRep Pro (have SitRep spot enemy killstreaks too, make the Pro challenge easier to complete and make SitRep Pro negate Ninja Pro)
        * Last Stand | Last Stand Pro (remove, have Last Stand be Second Chance, except that you cannot revive, only be revived, with the Pro, you unlock reviving)






    NEW PERKS

    * Marksman - Would work like Stopping Power, but exclusive to sniper rifles, so they can only get 1-shot kills with this. Would use up Perk Slot 2. Pro could be slightly increased range for all weapons.




    -----


    If you have Pro Perks (I hope there will be, it was a really good idea), have at least 4 perks for each slot. If you don't have Pro Perks, then 7 per slot.
  • 383. Re: Perks, min. number requirement?
    sgtsullavan
    I think the bayonet was perfect. It seemed more realistic, when opposed to magically teleporting ten feet ahead. It was also better because it took up the attachment slot, and only a few wepons were capable of having them.
  • 384. Re: Perks, min. number requirement?
    theteadybearterminator
    the bayonet has longer range but it has a longer knife recovery time - also in waw it was glitchier than the already glitchy knife - in mw2 it is uppsetting - marathon and lightweight make commando a very very frustrating perk combo
  • 385. Re: Perks, min. number requirement?
    XSilentdeath24X
    i love how things were i just hope its not another mw2 -_-. plus its always fun having so many combinations to play with
  • 386. Re: Perks, min. number requirement?
    nba23airjordan
    Preventing issues of imbalance is the key. As long as a combination doesn't break the game i.e. Marathon, Lightweight, Commando, then it doesn't matter how many perk are in the game.
  • 387. Re: Perks, min. number requirement?
    ajrichwalder
    The only setup I want and care for is Sleight of hand/pro is set 1 and stopping in set 2 then I'll be happy
  • 388. Re: Perks, min. number requirement?
    Xtreme2494
    WaW

    Perk Set #1

        * Special Grenades X 3 (Keep as Special x2 like in MW2. Still in equipment)
        * Satchel Charge X 2 (This can go either way. Equipment or perk, I reall don't care)
        * M9A1 Bazooka X 2 (If Treyarch chooses not to do Secondary weapons, then make something similar to this with lock-ons for possible killstreaks)
        * Bomb Squad (KEEP AS PERK 1)
        * Bouncing Betty X 2 (Like C4/Satchel, epuipment or perk. doesn't matter.)
        * Bandolier (Personally, I like the idea of Scavenger better.)
        * Primary Grenades X 2 (If you have Scavenger, this would be eliminated. If not, Keep as is.)
        * M2 Flamethrower (No.)


    Perk Set #2

        * Stopping Power (Yes.)
        * Fireworks (Keep it like this. NOT like MW2 where Danger Close increases damage AND blast radius. Too overpowering)
        * Flak Jacket (I'm indifferent on this.)
        * Gas Mask (Indifferent)
        * Juggernaut (YES. Stopping Power NEEDS a counter)
        * Camouflage (Cold-Blooded is perfect)
        * Sleight of Hand (I prefer to have it as tier 1)
        * Shades (Indifferent)
        * Double Tap (Indifferent)
        * Overkill (Indifferent)


    Perk Set #3

        * Deep Impact (Depends on if you keep it as an attachment)
        * Extreme Conditioning (I enjoy Marathon)
        * Toss Back (No.)
        * Second Chance (NO.)
        * Martyrdom (NO.)
        * Fireproof (Don't care)
        * Dead Silence (YES)
        * Iron Lungs (Don't Care)
        * Reconnaissance (No.)

    Perk choices if it were up to me (ASSUMING PRO PERKS MAKE A RETURN.)

    Slot 1
        * Marathon | Marathon Pro
        * Sleight of Hand | Sleight of Hand Pro
        * Scavenger | Scavenger Pro
        * Bling | Bling Pro
        * Bomb Squad
    This slot is assuming that launchers would make a return to the secondary weapon slot.
       
    Slot 2
        * Stopping Power | Stopping Power Pro
        * Hardline | Hardline Pro
        * Cold-Blooded | Cold-Blooded Pro
        * Juggernaut
        (See yellow writing for any of my other opinions)

    Slot 3
        * Steady Aim | Steady Aim Pro
        * Ninja | Ninja Pro
        Commando Pro is a great idea. But IW f*cked it by overpowering The main aspect of the perk.


    Just my 2 cents. Took the perks, said what I though you should do with them.
  • 389. Re: Perks, min. number requirement?
    the suicide bomber
    Remove all Perks.
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