I always try to dig up the extra slots, but here's my breakdown:
1. Juggernog (duh)
2. Stamin-up (faster through mud)
3. Speed Cola (as always)
4. Mule Kick (any staff is always my 3rd weapon so I don't lose any guns if I go down)
5. Electric Cherry (to get out of tight situations)
6. Deadshot (owns in this map, especially against Panzers)
7./8. Tie between Quick Revive and PhD Flopper (depending if ray gun is in current loadout)
9. Double Tap (from chest, can be any slot 5-9 depending on when I stop looking for orange dig spots)
hi boybad! i go with you and Brexican :-)
2 stamina up (mud)
3 mule kick (staff is my third)
4 speed cola (i love speed) or QR (solo)
(i am a(*edit) digging junkie !)
5 QR or PHD (warmachine paped -yes lol- with skull behind tank station speeds up rounds, dont flame, my game :-)
6 cherry (can rescue my noob ass, cool animation :-)
7 dead shot (love it with galil/RGM2 in a speed run without staves)
8 double tap (as Mr. Brex said, depending on digging - mostly last, sometimes saved in the box cause i kill mainly with staves)
1. Quick Revive (for mistakes)
2. Juggernog (to prevent mistakes)
3. Speed Cola (cut down on reload times [I'm OCD with reloading, sometimes])
4. Mule Kick (3rd gun is always a staff)
5.Double Tap 2.0 (free perk, and doubles your firepower. Only fools skip Double Tap 2.0)
2. Speed Cola
3. Deadshot Daiquiri (Amazing for console players. Auto-aiming for headshots when you ADS rocks)
4. Mule Kick
5. Double Tap 2.0
Almost identical, except Quick Revive for solo (to revive myself), and Deadshot for MP (other players can revive me. I'd rather auto-aim for heads, which will decrease the amount of bullets necessary to kill zombies).
Eelectric cherry(if I'm playing with people that don't go down, if not then stamina up)
Since there aren't mustang and sallys I don't use PHD plus the old ray gun just makes crawlers so I don't use that either. As long as I have a shield I don't use QR and I'm not a fan of Dead Shot I can aim at zombies heads myself
2- Double Tap
3- Speed Cola
4- Stamina Up
5- Electric Cherry
6- Mule Kick
N/A- Quick Revive
I've never used a ray gun on Origins, so i never bought Flopper. I never bought Quick Revive neither, so they can't be on my top 9 I'll get Deadshot with Double Tap from the box, but once i die once, i'll ditch Deadshot for DT So, i didn't really answer your post question. But i never dug up more than 2 extra perk, because i don't need more than 6
When I play public matches people start quitting before round 30, and then I usually can have 5 or 6 perks:
3. I pick up random perk if it is: Speed Cola, Deadshot Daiquiri or Double Tap Root Beer.
4. Another try for random perk from 3.
5. If I have Juggernog, Stamin-Up, Speed Cola, Deadshot Daiquiri then I get Double Tap Root Beer from Ritual box.
6. Electric Cherry or Quick Revive (if teammates were going down a lot).
If I would find more bottles (only once I found 3, usually 2) then I'd take one I didn't take in 6 as my 7th. PhD Flopper as 8th. This leaves me without Mule Kick, which I don't like.
In this order
(Those two are beast but they need to last longer for radius damage, I would say for the whole game as long as you haveit)
I left out what perks are the essentials in my book, they are a given so of course I like them.
2 stamin up ( b4 double tap 2.0 was my favourite)
3 electric cherry ( handy to walk round with 1 bullet missing from clip for burst effect, and I feel speed cola is useless, if u train zombies it's not needed
4 speed cola ( because I can use the cherry effect multiple times quicker)
5 mule kick ( I don't like this perk, screws me over mashing triangle, I wish I could have my 3rd gun assigned to Dpad)
6 double tap ( love this perk, better than PaPIng IMO especially combined with cheap wall gun ammo)
7 quick revive
8 deadshot ( works excellent with hammer, completely negates recoil and we all know this makes hammer suk, although I find the initial auto aim thing sucks, especially when using snipers
9 phd ( almost useless on this map)
Not really I can understand but theres no reason not to get dt on origins when it comes from challenge box. Think about it if you have mule kick and go down the ice staff can be grabbed easy after buying mule kick again. I personally wouldn't do it this way but I see why solidus_kalt would so not the stupidest thing I've read because obviously I've read yours.
hi Zombie-Hell-Fire! thx. i get dt as my ninth perk from the box as you mentioned. usually i have all 4 slots between round 20-28. if i go down i try to horde up again and run for jug. i then have no need for a wave killing / round ending staff. i rebuy my perks and pick up my staff then. i dont want to lose one of my weapons so i dont have to make the box move - no fire sale. hope this explains it.
2.Stamin-Up (makes you move quicker through mud, a must have imo)
3.Speed Cola (also a must have, especially with lmgs)
4.Double Tap (I always want this as my fourth in case we head into higher rounds, the extra one comes in handy)
the rest in this order