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  • BarkersOps Calculating status... 37 posts since
    Jul 29, 2010
    Currently Being Moderated
    460. Jul 31, 2010 2:52 AM (in response to vahn)
    Re: Perks, min. number requirement?

    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
        * Gas Mask
        * Juggernaut
        * Camouflage
        * Sleight of Hand
        * Shades
        * Double Tap
        * Overkill


    Perk Set #3

        * Deep Impact
        * Extreme Conditioning
        * Toss Back
        * Second Chance
        * Martyrdom
        * Fireproof
        * Dead Silence
        * Iron Lungs
        * Reconnaissance

    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

    Perk Slot 2

        * Stopping Power | Stopping Power Pro
        * Lightweight | Lightweight Pro
        * Hardline | Hardline Pro
        * Cold-Blooded | Cold-Blooded Pro
        * Danger Close | Danger Close Pro

    Perk Slot 3

        * Commando | Commando Pro
        * Steady Aim | Steady Aim Pro
        * Scrambler | Scrambler Pro
        * Ninja | Ninja Pro
        * SitRep | SitRep Pro
        * 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


    Keep Pro Perks please?!
  • ovc10 Calculating status... 14 posts since
    May 24, 2010
    Currently Being Moderated
    461. Jul 31, 2010 12:01 PM (in response to vahn)
    Re: Perks, min. number requirement?
    I didn't play WaW so I wouldn't know about those perks but from mw2 I think one man army, danger close, and commando should be removed
  • DJELMY Calculating status... 268 posts since
    Jun 26, 2010
    Currently Being Moderated
    462. Aug 2, 2010 5:17 AM (in response to vahn)
    Re: Perks, min. number requirement?
    i've heard some people say scavenger has to go, which i think is quite absurd, its a useful perk, i also don't believe things such as rocket launchers and c4 should return to perks, things which are more equipment/ attachment shouldn't be made a perk it feels badly done, i think satchel charges would be fine as equipment because in W@W you couldn't throw it far, as for rocket launchers, they should be a secondary, for destruction of vehicles etc. common sense if you ask me
  • The Elite Elite Novice 179 posts since
    Oct 26, 2011
    Currently Being Moderated
    463. Aug 2, 2010 10:50 AM (in response to vahn)
    Re: Perks, min. number requirement?
    Alright, you ask which perks we would like to see stay and which to go. Personally I'd like to see all perks gone, but I know that's not going to happen. (Outside of the Barebones playlist) So the main perks I'd like to see gone are: Juggernaut, Second Chance/Last Stand, Stopping Power, Primary Grenades X2, and Martyrdom. (I haven't played MW2 so can't really comment on that game's perks) Those are the main perks I'd like to see gone.
  • BuTtHuRtPEePz Calculating status... 187 posts since
    Jul 21, 2010
    Currently Being Moderated
    464. Aug 2, 2010 9:04 PM (in response to vahn)
    Re: Perks, min. number requirement?
    do any of you realize non of you are really helping the "perk system?"  you guys just say "take this out", "put this in", seriously, come up with an actual perk system! 5 blues, 5 reds and 5 yellows or something.  just saying "put in this take out that" doesnt help unless we look at the perk system as a whole and distinguish which combinations are bad so we can rearrange them.  what if they do as you say and put in random perks with other perks, when the game comes out it will be broken as **** because no one took the time to evaluate which perk combos shouldnt exist with each other.

    MY perk system is on page 45 and as many of you will be able to see, i made like 10 edits before i thought it would be a good/fair/various system of perks. 


    I almost can guarantee that BO will **** up on the perks so i will be playing barebones.
  • garyh9900 Calculating status... 39 posts since
    Feb 6, 2009
    Currently Being Moderated
    465. Aug 2, 2010 9:56 PM (in response to vahn)
    Re: Perks, min. number requirement?
    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.
  • BuTtHuRtPEePz Novice 187 posts since
    Jul 21, 2010
    Currently Being Moderated
    466. Aug 4, 2010 8:33 AM (in response to vahn)
    Re: Perks, min. number requirement?

    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
  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated
    467. Aug 4, 2010 8:36 AM (in response to vahn)
    Re: Perks, min. number requirement?
    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.
  • BuTtHuRtPEePz Novice 187 posts since
    Jul 21, 2010
    Currently Being Moderated
    468. Aug 4, 2010 9:05 AM (in response to vahn)
    Re: Perks, min. number requirement?

    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
  • Metal Linka Novice 243 posts since
    May 30, 2010
    Currently Being Moderated
    469. Aug 4, 2010 9:09 AM (in response to vahn)
    Re: Perks, min. number requirement?

    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.
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