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  • 510. Re: Perks, min. number requirement?
    Morihaus

    Xx JKickit xX wrote:

     

    Perks to keep:


    [Replace Steady Aim, no one uses or even needs hip-fire accuracy]

    WHAT? And shotgun users? LOL:D

    * Last Stand
    [Not too cheap like Second chance]

    I would eradicate it, if I could. The same goes with Martyrdom.
    I would say yes only when:
    Sidearm is Pistol/Ballistic Knife/Single Machine Pistol(e.g.Glock18)



    * Ninja
    [Awesome Perk. Beats Dead Silence]

    Dead Silence as a base. PRO? Less "gun preparation(reload, switching etc.) sounds"?

    * Scavenger
    [Different Pro version? Extra Mags suck if you have regular already]

    No...PRO is ok. Base should replenish
    1.Grenades
    2.Secondary Grenades

    3.Ammo
    * Scrambler
    [For those who want to use it. Maybe scramble things like thermal?]

    I think it's pretty pointless perk in its current form...
    Base: Undetectable by Motion Sensors/Thermal/sth else. PRO? Current Form.


    * Sleight of Hand
    [The faster aiming is too much of an advantage though *Pro version]

    No need for any changes.(Maybe a little nerf on PRO)

    * Stopping Power
    [Please no Juggernaut, it's hard to kill enemies as it is]

    SP AND Jugger or No SP AND Jugger at all, sir.
    PRO:OK


    * Toss Back
    [Very useful Perk, the throwback technique just kills or hurts you]



    Agree. But almost everybody will use Semtex:d
    PRO? 3*Secondary Grenades?


    Marathon:
    Base=OK
    PRO=Ability to reload while sprinting? Not shooting, btw.

    SitRep
    OK in its current form, BUT:
    enemy explosives - marked red
    friendly explosives - marked green

    PRO: OK, BUT:
    negate Ninja(DS effect)

    Juggernaut
    Eh.This + SP or neither any of these.
    Base:Anybody knows...
    PRO:eee...invulnerability to STUNS?

    Commando
    STATUS "DECEASED"
    BUT....it's PRO was very interesting. Worth to make "Jumper(Free-Runner)Perk"

    ^"Jumper(Free-Runner)Perk"
    BASE: Jump higher, faster moving over obstacles.(Marathon PRO)
    PRO:Commando PRO

    Danger Close
    Base:A bit nerfed OR GLs nerfed(this is a must)
    PRO:eee..more flashbang/stun effect duration?

    Hardline
    Base:OK
    PRO:eee...better flashbang/stun resistance?Counter Jugger PRO?

    Overkill
    BASE: COD4
    PRO: a bit faster switching time?

    Flack Jacket:
    BASE: Flack Jacket:D
    PRO: Fireproof (nerfed)


    OMA
    Base: 2*Equipment (e.g. 2*Claymore)
    PRO: idk... 2*Primary Grenades? 1GL/Rocket more(they aren't replenishable)


    DEATHSTREAKS:
    STATUS: MIA (NEVER COME BACK!!!!)


    also:
    Martyrdom
    optionally LS (^see notes)
    shouldn't return anymore....


    - Morihaus

  • 511. Re: Perks, min. number requirement?
    toledanoBO1
    Stopping power most remvoed!
    and juggernaut must back ( i dont wanna die too fast like in MW2 in 2 bullets.) its not fun.
  • 512. Re: Perks, min. number requirement?
    Please number 3, baby.
  • 513. Re: Perks, min. number requirement?
    brandaman
    Juggernaut AND Stopping Power need to be in. Otherwise one will be overpowered and overused. Bayonets were a lot better than Commando because they didn't have the same range as Commando and Bayonets were slower to melee with.

    Take out:
    One Man Army
    Marathon (Replace with Extreme Conditioning)
    Commando (Change to Bayonet)

    They're the only ones I have problems with.

    BRING BACK PRO PERKS! And the M40A3
  • 514. Re: Perks, min. number requirement?
    Morihaus

    toledanoBO1 wrote:

     

    Stopping power most remvoed!
    and juggernaut must back ( i dont wanna die too fast like in MW2 in 2 bullets.) its not fun.



    Ya joking, right?

    2 possibilities:
    1.SP AND JUGGER are in-game
    2.SP AND JUGGER aren't in-game

    Jugger or SP only....Eh. MW2 Failparade.

    ^You must be strong to become a PRO/Normal/Casual-normal from a newbie level.
    Some deaths and kills and exp. will be raising along with your skill-level progress.
    Your current way o' thinking makes you a typical "NOOB"....
    BOps will be kick-ass, no more no-recoil guns, deathstreaks, imba weapons, nukes etc.
    If you wanna kick-ass(or simply don't lame as much) practise and play MW2 Not-Noob-Wise(GLs, Commandos, Deathstreaks, Acr etc.) or play MW or WaW. Voila!!!!!
  • 515. Re: Perks, min. number requirement?
    xtreme0ninja
    WaW

    Perk Set #1

        * Special Grenades X 3 - equipment
        * Satchel Charge X 2 - equipment
        * M9A1 Bazooka X 2 - secondary
        * Bomb Squad - keep
        * Bouncing Betty X 2 - equipment
        * Bandolier - keep
        * Primary Grenades X 2 -equipment
        * M2 Flamethrower - secondary


    Perk Set #2

        * Stopping Power - keep EDIT: actually, get rid of stopping power, its OP
        * Fireworks - not sure about this one. if they make it balanced, then keep.
        * Flak Jacket - im gonna say get rid of it, i never bothered to use it EDIT: clothing type
        * Gas Mask - make into equipment or as a headgear in create a class 2.0
        * Juggernaut - make into a clothing in create a class 2.0
        * Camouflage - keep
        * Sleight of Hand - keep
        * Shades - headgear
        * Double Tap - attachment (rapid fire)
        * Overkill - BRING BACK!!!1


    Perk Set #3

        * Deep Impact - attachment/ammo type
        * Extreme Conditioning - keep
        * Toss Back - shouldnt be a perk
        * Second Chance - NOOOOOOOOOOO
        * Martyrdom - NOOOOOOOOO
        * Fireproof - definately should be in if they have things like flamethrower, napalm strike, incendiary grenades/ammo. but should probably be a clothing type
        * Dead Silence - absolutely
        * Iron Lungs - yes
        * Reconnaissance - probably wont be very useful in black ops

    MW2

    Perk Set 1

        * Marathon | Marathon Pro - not infinte sprint, just more, like extreme conditioning. i like the pro version though
        * Sleight of Hand | Sleight of Hand Pro - keep, but make the pro version not scope in AS fast. still faster, but not as fast as MW2
        * Scavenger | Scavenger Pro - yes as long as it doesnt replenish explosives
        * Bling | Bling Pro - keep
        * One Man Army | One Man Army Pro - NOOOOOOOOOO

    Perk Slot 2

        * Stopping Power | Stopping Power Pro - keep but the pro version sucks, maybe make it DC pro's effect? EDIT: NOO
        * Lightweight | Lightweight Pro - NOOOOOOO
        * Hardline | Hardline Pro - keep
        * Cold-Blooded | Cold-Blooded Pro - keep
        * Danger Close | Danger Close Pro - NOOOOOOOOOO

    Perk Slot 3

        * Commando | Commando Pro - NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
        * Steady Aim | Steady Aim Pro - keep
        * Scrambler | Scrambler Pro - keep, even though i never use it
        * Ninja | Ninja Pro - keep the pro version as dead silence, but the non pro version wont be needed if there arent any HBS
        * SitRep | SitRep Pro - keep
        * Last Stand | Last Stand Pro - NOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  • 516. Re: Perks, min. number requirement?
    Morihaus

    Brandaman wrote:

     

    Juggernaut AND Stopping Power need to be in. Otherwise one will be overpowered and overused. Bayonets were a lot better than Commando because they didn't have the same range as Commando and Bayonets were slower to melee with.

    ^This + Add Throwing/Stabbing Machete as a secondary.

    Take out:
    One Man Army
    Marathon (Replace with Extreme Conditioning)
    Commando (Change to Bayonet)

    They're the only ones I have problems with.

    ^OMA - YES, Commando - YES, Marathon - NO:P(I like it with Lightweight and Ninja -- I know that my playstyle is aa bit noobish, but I think that Scavenger/DangerClose/Commando/ACRGL/AkimboGlock is more noobish:d

    Also M could be red, L - blue and ninja - G:d


    BRING BACK PRO PERKS! And the M40A3



    ^YES:d M40a3 or M24:d Whattaya think?xD
  • 517. Re: Perks, min. number requirement?
    BULLY SON1
    I wouldnt mind seeing a few different perks in the game. It gives a bit of variety.
  • 518. Re: Perks, min. number requirement?
    neal17bakker
    I wouldn't mind more perks to play with, (definitely more than MW2, but perhaps a little more than WaW.) I also thought the perks in WaW where pretty balanced and useful.

    Commando is out, but a perk that eliminates/reduces falling damage would be great!

    I have extreme confidence in Treyarch, and you too Vahn, to make a game that will be FUN to play. MW2 makes me much more angry than happy.

    Can't wait for Wednesday!

    P.S. How much longer until we learn about the Co-Op Vahn?
  • 519. Re: Perks, min. number requirement?
    Ranger7
    i loved almost all WaW perks (fireproof was almost useless, mart. - enough said so far, and M2 flamethrower was slightly overpowered).
    MW2 perks - make last stand (second chance better) a perk, and no stupid 'final stand' that lets you get back up.
    marathon was overpowered, extreme conditioning is much better.
    sleight of hand is necessary (make it affect bolt, lever, pump action pulling, too).
    scavenger is basically good, it was abused because it refilled ammo for attachments.
    OMA should be removed, overkill is way better (much more balanced). if not, make OMA one swap per life.
    jugg and sp are great, put them in.
    bayonet > commando, since it took the attachment slot, it counts as a weapon kill. however, fix the time taken to resume the reticule after knifing with a bayonet.
    don't push in perks, however bring your own new ideas - i LOVED toss back, and 2X frags is more balanced then 3 like in MW1.