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Currently Being ModeratedRe: Perks, min. number requirement?oh right lol x_x
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Currently Being ModeratedRe: Perks, min. number requirement?
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.- Report Abuse
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Currently Being ModeratedRe: Perks, min. number requirement?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.
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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.- Report Abuse
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Currently Being ModeratedRe: Perks, min. number requirement?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.
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Currently Being ModeratedRe: Perks, min. number requirement?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
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Currently Being ModeratedRe: Perks, min. number requirement?i love how things were i just hope its not another mw2 -_-. plus its always fun having so many combinations to play with
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Currently Being ModeratedRe: Perks, min. number requirement?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.
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Currently Being ModeratedRe: Perks, min. number requirement?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
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Currently Being ModeratedRe: Perks, min. number requirement?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.- Report Abuse
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Currently Being ModeratedRe: Perks, min. number requirement?Remove all Perks.
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