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  • 400. Re: Perks, min. number requirement?
    Here's my idea:

    Have 3x Special grenades return. NO X2 SPECIALS AS DEFAULT.

    Definitely remove Commando. I'm OK for bayonets as long as there only on select weapons & have a slow lunge just like in WaW (and no accomodating perks which overpower it!)

    Marathon should go. Extreme Conditioning was fine. Should also stay as a third tier perk, if it did MW2's commando knifing would've been less bothersome.

    Double Tap & Overkill should return.

    Second Chance's bleed out was way too long. Also the invincibility when falling and +2 for reviving were a massive piss-take. Second Chance should be around 15-20 second bleed out and +8 for reviving (Seeing as I get 3 points for shooting a dog in the face, I think saving a teammate should be at least twice more rewarding). On S&D its BS that a player can traverse across a map as big as "Seelow" and still have time to save their teammate.
  • 401. Re: Perks, min. number requirement?
    Bulletz_of_Fury
    Yes bayonet is similar to commando, but think about it with bayonet you could not have a different attachment and its more realistic and it was only on rifles and shotguns in waw because they are really long, so all the short guns could not have it.But in MW2 and guns and setup could have it, only fair weapon it was for the riot shield since its hard to use effectively.
  • 402. Re: Perks, min. number requirement?
    bhHAMMERtime69
    There should not be a minimum requirement for perks. The developers should find a balanced number of perks that would make any one set up make a user unstoppable. Ex. OMA, Danger Close, Commando--Bomb Squad, Juggernaut, Second Chance
  • 403. Re: Perks, min. number requirement?
    iidarkshadowoo
    WaW

    Perk Set #1

        * Bomb Squad
        * Bandolier
        * Primary Grenades X 2
        * M2 Flamethrower


    Perk Set #2

        * Flak Jacket
        * Camouflage
        * Sleight of Hand
        * Double Tap
        * Overkill


    Perk Set #3

        * Dead Silence
        * Iron Lungs

    MW2

    Perk Set 1

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

    Perk Slot 2

        * Lightweight | Lightweight Pro
        * Hardline | Hardline Pro
        * Cold-Blooded | Cold-Blooded Pro

    Perk Slot 3

        * Steady Aim | Steady Aim Pro
        * Scrambler | Scrambler Pro
        * Ninja | Ninja Pro
        * SitRep | SitRep Pro
        * Last Stand | Last Stand Pro

    Bayonets are fine.

    Obviously some of these MW2 perks are redundant as they are similar to WaW, in which case, I'd choose MW2 new perks over the others.
  • 404. Re: Perks, min. number requirement?
    Everything except for Stopping Power and Juggernaut
  • 405. Re: Perks, min. number requirement?
    ericschuh
    Dont put in random perks that are only useful is your enemy is using a particular gun.(Fireproof in W@W and ninja in mw2 Although ninja was useful because every little ***** used HB sensors)

    Try to come up with new ones though because that is very exciting =)
  • 406. Re: Perks, min. number requirement?
    bump
  • 407. Re: Perks, min. number requirement?
    hornswoggled

    Vahn wrote:

     

    One recent post I read through was asking for six(!) perks to be removed.

    From World at War or MW2, which Perks must stay and which must go? [If you are not sure what these do, please Google them before commenting. I had the descriptions, but the thread was starting to look like a wall of text].

    WaW

    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            Effects Equipment
        * Gas Mask               Why not add Effects?
        * Juggernaut             No SP, No Juggy Pls.
        * Camouflage             They should play Hardcore.
        * Sleight of Hand      
        * Shades                 This should also be part of Effects?
        * Double Tap           
        * Overkill             


    Perk Set #3

        * Deep Impact
        * Extreme Conditioning 
        * Toss Back              It's been useless for me.
        * Second Chance        
        * Martyrdom            
        * Fireproof            
        * Dead Silence         
        * Iron Lungs           
        * Reconnaissance       

    MW2

    Perk Set 1

        * Marathon | Marathon Pro                They are NOT robots.
        * Sleight of Hand | Sleight of Hand Pro
        * Scavenger | Scavenger Pro            
        * Bling | Bling Pro                     :shock: Does it have to be a Perk?
        * One Man Army | One Man Army Pro        I find this Unrealistic.

    Perk Slot 2

        * Stopping Power | Stopping Power Pro  Put more Power on FMJ instead.
        * Lightweight | Lightweight Pro        The Pro(Quick Aim) should be with SoHPro.
        * Hardline | Hardline Pro              The Harder the better.
        * Cold-Blooded | Cold-Blooded Pro      No Mutants!
        * Danger Close | Danger Close Pro     

    Perk Slot 3

        * Commando | Commando Pro              Just No.
        * Steady Aim | Steady Aim Pro        
        * Scrambler | Scrambler Pro          
        * Ninja | Ninja Pro                    You can include HBS too.
        * SitRep | SitRep Pro                  Please include Tac. Insertion.
        * Last Stand | Last Stand Pro         


    Which of these need to go? (A lot of people seem to dislike Commando Pro, but did you also dislike the Bayonet from World at War, which had similar game play?)

    I stickied this topic for 5 days and added poll.

    David 'Vahn' Vonderhaar



    Thank you for listening/reading.
  • 408. Re: Perks, min. number requirement?
    i say remove or at least reduce the effects of danger close and commando cus if someone has commando they can knife you from 3ft away.  OH! and martydom, completly.
  • 409. Re: Perks, min. number requirement?
    Ouchobrain

    ScO Hi11Bi11y 2.0 wrote:

     

    tornadokiller5 wrote:

     

    ScO Hi11Bi11y 2.0 wrote:

     



    second chance promoted team work.


    second chance use to be my favorite perk on waw for the wii but then i got a ps3 it wasn't a smooth so i stopped using it but the perk was one of the few ways players on the wii could work together. my favorite part was being revived so i'm wondering if that should be kept and the pistol part dropped, drop the perk all together, or keep both.



    keep the pistol. keep the ability to revive. add the ability to crawl.

    its not that big of a deal.



    Because thats fair and balanced right? Automatic dropshots complete with invincibility, no fall damage, being able to get back up again, being able to move, having 20+ seconds to bleed out IS A BIG DEAL. *FACEPALM*
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