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  • 465. Re: Perks, min. number requirement?
    garyh9900
    WaW

    Perk Set #1

        * Special Grenades X 3 - Move to equipment
        * Satchel Charge X 2 - Move to equipment
        * M9A1 Bazooka X 2 - Move to equipment
        * Bomb Squad - Keep
        * Bouncing Betty X 2 - Move to equipment
        * Bandolier - Keep
        * Primary Grenades X 2 - Move to equipment
        * M2 Flamethrower - Move to weapons


    Perk Set #2

        * Stopping Power - Keep ONLY is you keep juggernaut
        * Fireworks - Make it a attachement option to select different kinds of explosives  
        * Flak Jacket - Keep
        * Gas Mask - Keep
        * Juggernaut - Keep ONLY if you keep stopping power
        * Camouflage - Keep
        * Sleight of Hand - Go
        * Shades - Never used, so no opinion
        * Double Tap - Go
        * Overkill - Keep


    Perk Set #3

        * Deep Impact - Make this a weapon option (FMJ's)
        * Extreme Conditioning - Keep
        * Toss Back - Go, its not realistic
        * Second Chance - Go
        * Martyrdom - Go
        * Fireproof - Go
        * Dead Silence - Keep
        * Iron Lungs - Keep
        * Reconnaissance - No preference

    MW2

    Perk Set 1

        * Marathon | Marathon Pro - Keep
        * Sleight of Hand | Sleight of Hand Pro - Go
        * Scavenger | Scavenger Pro - Keep
        * Bling | Bling Pro - Keep, I loved have a red dot and silencer
        * One Man Army | One Man Army Pro - Go

    Perk Slot 2

        * Stopping Power | Stopping Power Pro - Keep only if you have juggernaut
        * Lightweight | Lightweight Pro - Keep
        * Hardline | Hardline Pro - Go
        * Cold-Blooded | Cold-Blooded Pro - Keep
        * Danger Close | Danger Close Pro - Make this a part of the add on choice(such as selecting HE(high explosive) for the M203

    Perk Slot 3

        * Commando | Commando Pro - Not realistic, but I liked the perk
        * Steady Aim | Steady Aim Pro - Keep
        * Scrambler | Scrambler Pro - Go
        * Ninja | Ninja Pro - Keep
        * SitRep | SitRep Pro - Go
        * Last Stand | Last Stand Pro - Go


    What I was saying about fireworks and danger close is there are different rounds for the m203, they have HE(high explosive), HEDP(high explosive dual purpose), various marker rounds, ect. I think it would be cool to have some of the marker rounds so you can launch smoke into a room a good bit away, instead of being limited to throwing it a short distance.

    Also I think all weapons should be taken out of perks and either be in a weapon slot or equipment slot.
  • 466. Re: Perks, min. number requirement?
    BuTtHuRtPEePz

    garyh9900 wrote:

     

    WaW

    Perk Set #1

        * Special Grenades X 3 - Move to equipment
        * Satchel Charge X 2 - Move to equipment
        * M9A1 Bazooka X 2 - Move to equipment
        * Bomb Squad - Keep
        * Bouncing Betty X 2 - Move to equipment
        * Bandolier - Keep
        * Primary Grenades X 2 - Move to equipment
        * M2 Flamethrower - Move to weapons


    Perk Set #2

        * Stopping Power - Keep ONLY is you keep juggernaut
        * Fireworks - Make it a attachement option to select different kinds of explosives  
        * Flak Jacket - Keep
        * Gas Mask - Keep
        * Juggernaut - Keep ONLY if you keep stopping power
        * Camouflage - Keep
        * Sleight of Hand - Go
        * Shades - Never used, so no opinion
        * Double Tap - Go
        * Overkill - Keep


    Perk Set #3

        * Deep Impact - Make this a weapon option (FMJ's)
        * Extreme Conditioning - Keep
        * Toss Back - Go, its not realistic
        * Second Chance - Go
        * Martyrdom - Go
        * Fireproof - Go
        * Dead Silence - Keep
        * Iron Lungs - Keep
        * Reconnaissance - No preference

    MW2

    Perk Set 1

        * Marathon | Marathon Pro - Keep
        * Sleight of Hand | Sleight of Hand Pro - Go
        * Scavenger | Scavenger Pro - Keep
        * Bling | Bling Pro - Keep, I loved have a red dot and silencer
        * One Man Army | One Man Army Pro - Go

    Perk Slot 2

        * Stopping Power | Stopping Power Pro - Keep only if you have juggernaut
        * Lightweight | Lightweight Pro - Keep
        * Hardline | Hardline Pro - Go
        * Cold-Blooded | Cold-Blooded Pro - Keep
        * Danger Close | Danger Close Pro - Make this a part of the add on choice(such as selecting HE(high explosive) for the M203

    Perk Slot 3

        * Commando | Commando Pro - Not realistic, but I liked the perk
        * Steady Aim | Steady Aim Pro - Keep
        * Scrambler | Scrambler Pro - Go
        * Ninja | Ninja Pro - Keep
        * SitRep | SitRep Pro - Go
        * Last Stand | Last Stand Pro - Go


    What I was saying about fireworks and danger close is there are different rounds for the m203, they have HE(high explosive), HEDP(high explosive dual purpose), various marker rounds, ect. I think it would be cool to have some of the marker rounds so you can launch smoke into a room a good bit away, instead of being limited to throwing it a short distance.

    Also I think all weapons should be taken out of perks and either be in a weapon slot or equipment slot.



    sounds to me like u prefer MW2 than WaW
  • 467. Re: Perks, min. number requirement?
    anoreo
    Vahn, I think you should re-consider One Man Army.

    Just make grenade launchers/claymores perk 1 again



    One Man Army was an excellent tool, you could go from Sniping with thermal one second, to providing LMG support the next, to covering your team mate with the MP5K.


    This perk was incredibly versatile and deadly in the right hands.
  • 468. Re: Perks, min. number requirement?
    BuTtHuRtPEePz

    An Oreo wrote:

     

    Vahn, I think you should re-consider One Man Army.

    Just make grenade launchers/claymores perk 1 again



    One Man Army was an excellent tool, you could go from Sniping with thermal one second, to providing LMG support the next, to covering your team mate with the MP5K.


    This perk was incredibly versatile and deadly in the right hands.



    its too late tho.  they already took it out
  • 469. Re: Perks, min. number requirement?
    Metal Linka

    An Oreo wrote:

     

    Vahn, I think you should re-consider One Man Army.

    Just make grenade launchers/claymores perk 1 again



    One Man Army was an excellent tool, you could go from Sniping with thermal one second, to providing LMG support the next, to covering your team mate with the MP5K.


    This perk was incredibly versatile and deadly in the right hands.



    it was a great idea at first but, people ruined it with grenades.
  • 470. Re: Perks, min. number requirement?
    anoreo
    I know. Community had to ruin some great perks........
  • 471. Re: Perks, min. number requirement?
    Snack ops
    The perks are very balanced in WaW and Cod4 but MW2 was literary epic fail on that point (On many others as well). I would not like pro perks to return as I think they benefit the player to much (2 perks in one=6 perks at once. WTF?). The perks I don't want to return from MW2 is: OMA, Danger Close, Commando, Last Stand and last but not least, scrambler (not necessary). Also, I want RPG-7s, C4 and Claymores to be a tier 1 perk, not equipment and I want Frag x 3 back.
  • 472. Re: Perks, min. number requirement?
    ash810
    WaW perks were amazing, keep the same system. But I want more perks, as more variety, just no bullshit (commando, onemanarmy, etc.) DON'T do the rumours which i have heard where the 3rd perk is picked for you, but keep a counter for stopping power/juggernaut & fireworks/flack jacket. Martyrdom MUST go!
    also, the pictures confirm tanks in the game?
  • 473. Re: Perks, min. number requirement?
    Sakofjaweeda
    I like to use stopping power but I hate when I run into jugernuts, so I think you should leave out jug. and drop stopping power too so it would be even.  Another thing your team could do instead of dropping both sp and jug you could make it so that the player could tell if the other person is wearing jug b4 shooting them.

    Say if someone was wearing jug then their player would be wearing a white vest or something else that sticks out so that snipers could aim for their heads to make sure they die.  Nothing gets on my nerves more then when Im trying to snipe and I shoot someone in center mass and all I see is a big white cross.
  • 474. Re: Perks, min. number requirement?
    I think Bomb Squad and Sitrep should be in tier 3. because i think there's so much more important things to put in tier 1 then bomb squad.
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