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7207 Views 30 Replies Latest reply: May 6, 2012 12:30 AM by kastro187420 RSS
kastro187420 Master 5,921 posts since
May 23, 2011

Perk Suggestions for "Black Ops 2"

Posted by kastro187420 on Feb 14, 2012 8:38 PM

Just thought I'd throw out some ideas here early on in regards to some perk ideas. The order may not be the best, but I kind of like the set-up. I brought back a couple classic perks, and included a couple new perks that I liked and thought might be useful, aswell as moved a few of the abilities to other perks. Let me know what you think, and where you think improvements can be made.

 

 

Perks

 

Tier 1 - Support

 

Stealth Approach - Quicker Capture of non-enemy controlled objectives (think Dom/HQ)

Stealth Approach Pro - Quicker Capture of Enemy Controlled Objectives

 

Bomb Squad - Decreases time it takes plant Bombs

Bomb Squad Pro - Decrease the time it takes to Defuse Bombs

 

Flak Jacket - Increased Resistance to Explosives

Flak Jacket Pro - Increased Resistance to Special Grenades

 

Ghost - Immune to UAVs

Ghost Pro - Immune to AI Controlled Kill Streaks (except Dogs if they make a return)

 

Reconnaissance - Allows player to see Enemy Kill Streak zones (IE Mortar Strike zones, Helicopter Patrol zones, Napalm/Stealth Bomber paths)

Reconnaissance Pro - See Enemy explosives on the map (SitRep basically)

 

Tier 2 - Player Support

 

Hardline - Killstreaks require 1 Less Kill

Hardline Pro - ??? (Depends on whether or CP exists, may need something new)

 

Overkill - Two Primary Weapons

Overkill Pro - Attachments on Second Primary Weapon

 

Bandolier - Extra Starting Ammunition

Bandolier Pro - Extra Primary/Special Grenade

 

Sleight of Hand - Faster Reloads

Sleight of Hand Pro - Faster Weapon Swapping

 

Quickdraw - Faster ADS

Quickdraw Pro - Recover from Equipment/Grenade Use faster

 

Tier 3 - Misc

 

Dead Silence - Quiet Footsteps

Dead Silence Pro - No Fall Damage

 

Extreme Conditioning - 2x Sprint Time

Extreme Conditioning Pro - Delayed Explosive Triggers

 

Steady Aim - Decreased Hipfire Spread

Steady Aim Pro - Less Flinch when Shot

 

Tossback - Reset Fuse on Picked up Grenades

Tossback Pro - Ability to pick up Semtex Grenades

 

Iron Lungs - Hold Breath Longer

Iron Lungs Pro - Less Sway on Sniper Rifles

 

So there you have it. I'm trying to think if there are going to be any "over powered" combinations, or combinations that are likely to be overused due to other perks being useless in the same tier, but it seems like they all should be pretty useful in their own rights. I'm sure Tier 1 is probably the most Balanced, with tier 2 being a close second. Tier 3 I just kind of threw in the other perks that didn't fit in the other tiers.

 

So, any thoughts/opinions/criticisms?

 

 

 

Ok, So I've got a slight update to this idea, one that I think will be a pretty nice adjustment to the current perk system, and allow more customization, aswell as merge in the Proficiency System from MW3, in a way that creates a nice blend. I have also adjusted a few of my above perks based upon a little feedback.

 

Basically, this would create a 4th Tier Perk. The way this 4th perk would unlock is through basic leveling up. After you reach a certain level (or maybe unlock a certain number of Pro Perks?), this 4th Tier perk would unlock. When it initially unlocks, you choose which Weapon Class you want to Specialize in. Once you choose that specialization, you automatically start out on "Tier 1". This applies the benefit of the 4th perk to your Primary weapon (or 1st primary if you choose Overkill) if that primary weapon is of the same Weapon Class as the 4th Tier specialization.

 

The way you advance to the next tier of your specialization is through use of that specific weapon class and challenges to show your proficiency with that class. When you unlock the 2nd tier, you automatically get the benefit of the tier stacked to your first weapon. You then unlock the "Tier 3" challenges, which you must complete in order to unlock Tier 3.

 

The challenges that you do to proceed to the next tier shouldn't be something that is done quickly. Ideally, it would be a combination of challenges + required kill count with that weapon type.

 

If you want to, you may change your 4th Tier Specialization to a different weapon class, however if you do so, you will lose all current progress with it and must start over from Tier 1 again. Here are my current thoughts on which class would get what specializations. You will notice some of these are already part of the initial perk system.. which means a specialist could potentially have quite a few more customization options.

 

Assault Rifles -

 

Tier 1 - Less ADS Sway

Tier 2 - Improved Iron Sights

Tier 3 - Extra Attachment

 

Sub-Machine Guns -

 

Tier 1 - Quicker Sprint Recovery

Tier 2 - Faster Climbing of Objects

Tier 3 - Increased Sprint Speed

 

Light-Machine Guns -

 

Tier 1 - Increased Bullet Penetration

Tier 2 - Bi-Pod Automatically attached

Tier 3 - Faster Reload Speed

 

Shotguns -

 

Tier 1 - Faster Rate of Fire

Tier 2 - Increased Pellet Count

Tier 3 - Increased Range

 

Sniper Rifles -

 

Tier 1 - Increased Bullet Penetration

Tier 2 - Variable Zoom Scope

Tier 3 - Less ADS Sway (When Stacked with Iron Lungs Pro, it gets increased effect)

 

 

So let me know what your thoughts are on this additional "4th Tier System", and how you think it can be improved. These are all just conceptual ideas, but I like where it's headed, so any feedback is appreciated.

7207 Views     
  • innovationz Apprentice 591 posts since
    Aug 29, 2011
    Currently Being Moderated

    steady aim pro should be recover from sprinting cause that makes shotguns awesome

     

    extreme conditoning should be infinite sprint because it feels useless when its just 2x

     

    marksman should return. i think it was great perk for snipers

     

    and put steady aim in second tier (but then again, that is my bias towards shotguns)

      • innovationz Apprentice 591 posts since
        Aug 29, 2011
        Currently Being Moderated

        i just think that steady aim is meant to be more of a cqc perk and faster recovery from sprint compliments it better than less idle sway since that is more of a long range benefit. maybe have iron lungs pro let you hold breath on non snipers

  • Newbie 21 posts since
    Jan 23, 2012
    Currently Being Moderated

    perk ideas;

     

    stuntman:  no fall damage

    pro:shoot while dolphin diving, jump farther

     

    marathon: sprint for a longer distance

    pro: sprint for an even longer distance, reload while sprinting(press reload button again to cancel reload)

     

    juggernaut: less flinch when shot at

    pro: faster health regeneration after combat

     

    eagle eye:spot enemy names from longer distances

    pro:hold breath longer, less sway while aiming downsight, spot sun glint off of other sniper scopes occasionally

     

    adrenaline: move faster when trying to escape death

    pro:move faster when damaged by enemies or stunned

     

    Double up: have 1 extra lethal and tactical grenade

    pro: have double equipment(excluding jammers and motion sensors)

     

    Lightweight:move faster

    pro: climb all obstacles faster(ladders included), crawl faster when prone,

     

    tactician: complete  allobjectives faster, capture flags 1.5x faster when SOLO capping

    pro:silent objective captures and plants,

     

    field focus: be much more aware of where shots are coming from when being fired at, be aware if cars and barrels are about to explode

    pro: know where tactical and lethal grenades came from,delay cars and barrel explosions,

     

    ninja:quite footsteps,reduce effects of field focus and detective

    pro:silent equipment usage,louder enemy footsteps,

     

    backstabber: no skull icon when enemies are stabbed in the back, eavesdrop on enemy team

    pro: no skull icon when enemies die, enemies still appear on radar for other enemies shortly after dying

     

    beserker: gain 3 selected perks until next kill or death when player gets "double kills" or higher

    pro: keep 3 perks gained and faster movement speed until next 2 kills or death,

     

    chemical warfare: immune to nova gas, nova gas does double amount of damage(too much?)

    pro: reduce effects of tactical grenades, nova gas effect last 1.5x longer, tactical grenades do 1.5x more damage

     

    Hardline: 1 less point required for pointstreaks

    pro: select 3 pointstreaks player will never get in care packages, reroll care packages(only care packages), every 2 assists counts as 1 point towards your next pointstreak

     

    lying in wait: booby trap pickable guns(idk how,any ideas?...maybe nova gas? i dont think booby trapping guns should be an instant kill so i think nova gas is good, it can kill lol),

    pro: booby trap all care packages,hack enemy equipment

     

    engineer: detect enemy equipment,no items of yours can be booby trapped or hacked

    pro: equipment cant be jammed,turrets and other machinery have 1.5x armor(health),heartbeat and motion sensors still catch ghost pro

     

    contractor: choose 2 pointstreaks under 10 with the same point requirement

    pro: see all enemy pointreaks as they are being used, use pointstreaks faster

     

    ghost:invisible to  UAV

    pro:no shadow,invisible to heartbeat sensors and motion sensors

     

    deep impact:deeper bullet penetration

    pro:increase flinch on enemies, more damage on aircraft and vehicles

     

    retaliation: reveal position of the enemy that killed you last for a short time(not on the radar but like in mw3 where there is a target dot over the enemies head,for like 2 seconds)

    pro: reveal the position of enemies for a short time that killed your teammates within a radius of yourself, enemies cant view killcam for "payback" kills(so if u get a payback the enemy cant see the killcam)

     

    recon:explosions mark enemies on mini map

    pro:bullet damage marks enemies on mini map, detect throwing knives on mini map

     

    detective: spot recent enemy footsteps on ground

    pro: effect works better

     

    quickdraw: ads faster

    pro:use equipment faster, acces or use pointstreaks faster

     

    this idea isnt a perk but what if the wheather on the maps changed. like it could be night time, day time,thick fog, raining,snowing if it snows in that area.

     

     

    these are my ideas

    of course keep the perks like sleight of hand, ghost(dont over power it again :/) and flack jacket etc.

    maybe some things should be switched around here

    • dalles Calculating status... 6 posts since
      Mar 22, 2012
      Currently Being Moderated

      stuntman sounds like a awesome idea if that were in the game id use it all the time since im always dolphin diving

    • iCarlyPro Newbie 58 posts since
      Apr 22, 2012
      Currently Being Moderated

      Stealth Approach wouldn't work because the timing would be ill effective if a group of people take the same objective. It would be a waste of a Perk.

       

      You should tweak it, so that the AI voice doesn't announce that you're taking the objective. You know when it says, "Securing C or Securing A." Obviouly an enemy player who knows how to play Dom can still see their flag blinking meaning someone is securing it. Anyways, there's an idea for you.

       

      Re:

      Tossback - Reset Fuse on Picked up Grenades

      Tossback Pro - Ability to pick up Semtex Grenades

       

      FYI - This would prove difficult for the Game Mechanics due to the varying cooking times of grenades and the pin being already removed from the Semtex. Anyways, what do you think?

  • troydavisocho5 Newbie 3 posts since
    Sep 3, 2011
    Currently Being Moderated

    Dude i agree with everything you said. I hope it is NOTHING like any CALL OF DUTY before it. besides zombies. everything is better with zombies.

  • AndreNicacio Calculating status... 5 posts since
    May 2, 2012
    Currently Being Moderated

    Reconnaissance = see stealth bomber? o.O all perks are a good idea but see stealth bomber is impossible.

  • Arkitek Novice 210 posts since
    Oct 10, 2011
    Currently Being Moderated

    I have a feeling that Tossback will be underused.

     

    Maybe replace it with something along the lines of this perk:

     

     

    Technician - Allows player to hack and capture enemy equipment,

    Technician Pro - Player can hack a player using a computer in a player-controlled killstreak, ending it immediately, as well as care packages (Friendly Care Package hack = Swap Item of care package. Enemy Care Package Hack = Rig to explode).

     

     

    If Hardline doesn't make it, maybe this can replace it:

     

     

    Medic - Regenerate Health 10% faster.

    Medic Pro - If in the vicinity of an ally, you both regenerate health 15% faster and get a health buff (Health Buff equivalent to Ballistic Vest in MW3).

     

     

    I'd also rather see the Marksan Perk from MW3 as the Pro Version for Iron Lungs. Maybe either replace the Pro perk with this or add this for 2 effects.

    And possibly rename "Stealth Approach" with "Cloak and Dagger".

     

     

    Overall very good list.

  • devonbotelho Calculating status... 8 posts since
    Aug 17, 2011
    Currently Being Moderated

    I think this game will be great and different! Can't for Novmember 13

  • Jackky360 Novice 320 posts since
    Nov 22, 2011
    Currently Being Moderated

    Add in reduced recoil and then it's perfect

  • avengedyesterday Master 3,962 posts since
    Sep 8, 2011
    Currently Being Moderated

    kastro187420 wrote:

     

    Just thought I'd throw out some ideas here early on in regards to some perk ideas. The order may not be the best, but I kind of like the set-up. I brought back a couple classic perks, and included a couple new perks that I liked and thought might be useful, aswell as moved a few of the abilities to other perks. Let me know what you think, and where you think improvements can be made.

     

     

    Perks

     

    Tier 1 - Support

     

    Stealth Approach - Quicker Capture of non-enemy controlled objectives (think Dom/HQ)

    Stealth Approach Pro - Quicker Capture of Enemy Controlled Objectives

     

    Bomb Squad - Decreases time it takes plant Bombs

    Bomb Squad Pro - Decrease the time it takes to Defuse Bombs

     

    Flak Jacket - Increased Resistance to Explosives

    Flak Jacket Pro - Increased Resistance to Special Grenades

     

    Ghost - Immune to UAVs

    Ghost Pro - Immune to AI Controlled Kill Streaks (except Dogs if they make a return)

     

    Reconnaissance - Allows player to see Enemy Kill Streak zones (IE Mortar Strike zones, Helicopter Patrol zones, Napalm/Stealth Bomber paths)

    Reconnaissance Pro - See Enemy explosives on the map (SitRep basically)

     

    Tier 2 - Player Support

     

    Hardline - Killstreaks require 1 Less Kill

    Hardline Pro - ??? (Depends on whether or CP exists, may need something new)

     

    Overkill - Two Primary Weapons

    Overkill Pro - Attachments on Second Primary Weapon

     

    Bandolier - Extra Starting Ammunition

    Bandolier Pro - Extra Primary/Special Grenade

     

    Sleight of Hand - Faster Reloads

    Sleight of Hand Pro - Faster Weapon Swapping

     

    Quickdraw - Faster ADS

    Quickdraw Pro - Recover from Equipment/Grenade Use faster

     

    Tier 3 - Misc

     

    Dead Silence - Quiet Footsteps

    Dead Silence Pro - No Fall Damage

     

    Extreme Conditioning - 2x Sprint Time

    Extreme Conditioning Pro - Delayed Explosive Triggers

     

    Steady Aim - Decreased Hipfire Spread

    Steady Aim Pro - Less Flinch when Shot

     

    Tossback - Reset Fuse on Picked up Grenades

    Tossback Pro - Ability to pick up Semtex Grenades

     

    Iron Lungs - Hold Breath Longer

    Iron Lungs Pro - Less Sway on Sniper Rifles

     

    So there you have it. I'm trying to think if there are going to be any "over powered" combinations, or combinations that are likely to be overused due to other perks being useless in the same tier, but it seems like they all should be pretty useful in their own rights. I'm sure Tier 1 is probably the most Balanced, with tier 2 being a close second. Tier 3 I just kind of threw in the other perks that didn't fit in the other tiers.

     

    So, any thoughts/opinions/criticisms?

     

     

     

    Ok, So I've got a slight update to this idea, one that I think will be a pretty nice adjustment to the current perk system, and allow more customization, aswell as merge in the Proficiency System from MW3, in a way that creates a nice blend. I have also adjusted a few of my above perks based upon a little feedback.

     

    Basically, this would create a 4th Tier Perk. The way this 4th perk would unlock is through basic leveling up. After you reach a certain level (or maybe unlock a certain number of Pro Perks?), this 4th Tier perk would unlock. When it initially unlocks, you choose which Weapon Class you want to Specialize in. Once you choose that specialization, you automatically start out on "Tier 1". This applies the benefit of the 4th perk to your Primary weapon (or 1st primary if you choose Overkill) if that primary weapon is of the same Weapon Class as the 4th Tier specialization.

     

    The way you advance to the next tier of your specialization is through use of that specific weapon class and challenges to show your proficiency with that class. When you unlock the 2nd tier, you automatically get the benefit of the tier stacked to your first weapon. You then unlock the "Tier 3" challenges, which you must complete in order to unlock Tier 3.

     

    The challenges that you do to proceed to the next tier shouldn't be something that is done quickly. Ideally, it would be a combination of challenges + required kill count with that weapon type.

     

    If you want to, you may change your 4th Tier Specialization to a different weapon class, however if you do so, you will lose all current progress with it and must start over from Tier 1 again. Here are my current thoughts on which class would get what specializations. You will notice some of these are already part of the initial perk system.. which means a specialist could potentially have quite a few more customization options.

     

    Assault Rifles -

     

    Tier 1 - Less ADS Sway

    Tier 2 - Improved Iron Sights

    Tier 3 - Extra Attachment

     

    Sub-Machine Guns -

     

    Tier 1 - Quicker Sprint Recovery

    Tier 2 - Faster Climbing of Objects

    Tier 3 - Increased Sprint Speed

     

    Light-Machine Guns -

     

    Tier 1 - Increased Bullet Penetration

    Tier 2 - Bi-Pod Automatically attached

    Tier 3 - Faster Reload Speed

     

    Shotguns -

     

    Tier 1 - Faster Rate of Fire

    Tier 2 - Increased Pellet Count

    Tier 3 - Increased Range

     

    Sniper Rifles -

     

    Tier 1 - Increased Bullet Penetration

    Tier 2 - Variable Zoom Scope

    Tier 3 - Less ADS Sway (When Stacked with Iron Lungs Pro, it gets increased effect)

     

     

    So let me know what your thoughts are on this additional "4th Tier System", and how you think it can be improved. These are all just conceptual ideas, but I like where it's headed, so any feedback is appreciated.

     

    Steady aim and quickdraw should be in the same teir.

     

    If there will be a weapons perk or proficinces reduced recoil and range should not be a part of it (except for shotguns and we all know why).

     

    These things just make the game too easy mode.

  • IcyRapture Master 597 posts since
    Nov 12, 2011
    Currently Being Moderated

    There's quite a few things I do not agree to with your list, there are many things I do agree with. Bandoiler can be replaced by Scavenger Pro, Sleight of Hand Pro could be replaced by Quickdraw Pro, and I REALLY do not want Flak Jacket back, they could just run past claymores, sit on grenades and survive, get stuck with a crossbow and survive, it was really annoying -.-

  • Apprentice 146 posts since
    Apr 21, 2012
    Currently Being Moderated

    ghost: invisible to uav

    Ghost pro: Blind eye??

     

    that means that you can have assasin, blind eye and dead silence in only 2 perks.. imo thats really overpowered, i really hate when theres people using those 3 at the same time in mw3... i really think that those 3 should be in one tier and also change the ghost pro, instead of invisible to killstreaks make it invisible to counter uav and blind eye as a separate perk. That way i think that ghost would be less used.

    • IcyRapture Master 597 posts since
      Nov 12, 2011
      Currently Being Moderated

      I agree, what he basically did was take overpowered perks and made them even more overpowered. If all of his perks were actually released they would be very much overused and overpowered, it'd make you unable to have fun :/

  • Apprentice 146 posts since
    Apr 21, 2012
    Currently Being Moderated

    yeah but remember ghost from bops was a bit overpowered aswell because of the small killstreak list, many people used spy splane and also because flat jacket was really good. Cold blooded from mw2, the only reason why it wasn't as used as much is because stopping power, but since that won't come back i really think that in bops 2 the ghost perk could be overpowered if they make it the way it was in bops 1

  • Apprentice 146 posts since
    Apr 21, 2012
    Currently Being Moderated

    It helped you to hide from uav, sentry gun, attack helicopter and i belive that it also helped with the chopper gunner and gunship. Don't get me wrong im not here just to be rude, just giving my opinion

      • Apprentice 146 posts since
        Apr 21, 2012
        Currently Being Moderated

        Probably in nuketown or firing range someone could easily spy someone using ghost pro but when using the chopper in big maps such as hanoi it was really hard to spy someone.

      • anoreo Master 13,698 posts since
        May 23, 2011
        Currently Being Moderated

        That's why I loved the CG, I have a good eye so I anything that moves, dies. Of course, if you are standing still I can't spot ya.

         

        I remember on MW2, soem guy had cold blooded, it was 1v1 SnD on Wasteland, I called in a preddy and nailed him. Buwahahah!

         

         

         

        PS they need to bring the chopper back, that is the pinnacle of Assault. I don't want no stinking Osprey, it's a steaming pile of dung. CHOPPER GUNNERS!!!!!!!

  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated

    I hope the perk balancing is better, and I hope SoH Pro dies in a fiery ditch of pain. Seriously, that perk was seriously OP and there was nothing better to use. I'm glad Quickdraw existed in MW2.

  • rankismet Master 11,009 posts since
    May 23, 2011
    Currently Being Moderated

    kastro187420 wrote:

     

    Just thought I'd throw out some ideas here early on in regards to some perk ideas. The order may not be the best, but I kind of like the set-up. I brought back a couple classic perks, and included a couple new perks that I liked and thought might be useful, aswell as moved a few of the abilities to other perks. Let me know what you think, and where you think improvements can be made.

     

     

    Perks

     

    Tier 1 - Support

     

    Stealth Approach - Quicker Capture of non-enemy controlled objectives (think Dom/HQ)

    Stealth Approach Pro - Quicker Capture of Enemy Controlled Objectives

     

    Bomb Squad - Decreases time it takes plant Bombs

    Bomb Squad Pro - Decrease the time it takes to Defuse Bombs

     

    Flak Jacket - Increased Resistance to Explosives

    Flak Jacket Pro - Increased Resistance to Special Grenades

     

    Ghost - Immune to UAVs

    Ghost Pro - Immune to AI Controlled Kill Streaks (except Dogs if they make a return)

     

    Reconnaissance - Allows player to see Enemy Kill Streak zones (IE Mortar Strike zones, Helicopter Patrol zones, Napalm/Stealth Bomber paths)

    Reconnaissance Pro - See Enemy explosives on the map (SitRep basically)

     

    Tier 2 - Player Support

     

    Hardline - Killstreaks require 1 Less Kill

    Hardline Pro - ??? (Depends on whether or CP exists, may need something new)

     

    Overkill - Two Primary Weapons

    Overkill Pro - Attachments on Second Primary Weapon

     

    Bandolier - Extra Starting Ammunition

    Bandolier Pro - Extra Primary/Special Grenade

     

    Sleight of Hand - Faster Reloads

    Sleight of Hand Pro - Faster Weapon Swapping

     

    Quickdraw - Faster ADS

    Quickdraw Pro - Recover from Equipment/Grenade Use faster

     

    Tier 3 - Misc

     

    Dead Silence - Quiet Footsteps

    Dead Silence Pro - No Fall Damage

     

    Extreme Conditioning - 2x Sprint Time

    Extreme Conditioning Pro - Delayed Explosive Triggers

     

    Steady Aim - Decreased Hipfire Spread

    Steady Aim Pro - Less Flinch when Shot

     

    Tossback - Reset Fuse on Picked up Grenades

    Tossback Pro - Ability to pick up Semtex Grenades

     

    Iron Lungs - Hold Breath Longer

    Iron Lungs Pro - Less Sway on Sniper Rifles

     

    So there you have it. I'm trying to think if there are going to be any "over powered" combinations, or combinations that are likely to be overused due to other perks being useless in the same tier, but it seems like they all should be pretty useful in their own rights. I'm sure Tier 1 is probably the most Balanced, with tier 2 being a close second. Tier 3 I just kind of threw in the other perks that didn't fit in the other tiers.

     

    So, any thoughts/opinions/criticisms?

     

     

     

    Ok, So I've got a slight update to this idea, one that I think will be a pretty nice adjustment to the current perk system, and allow more customization, aswell as merge in the Proficiency System from MW3, in a way that creates a nice blend. I have also adjusted a few of my above perks based upon a little feedback.

     

    Basically, this would create a 4th Tier Perk. The way this 4th perk would unlock is through basic leveling up. After you reach a certain level (or maybe unlock a certain number of Pro Perks?), this 4th Tier perk would unlock. When it initially unlocks, you choose which Weapon Class you want to Specialize in. Once you choose that specialization, you automatically start out on "Tier 1". This applies the benefit of the 4th perk to your Primary weapon (or 1st primary if you choose Overkill) if that primary weapon is of the same Weapon Class as the 4th Tier specialization.

     

    The way you advance to the next tier of your specialization is through use of that specific weapon class and challenges to show your proficiency with that class. When you unlock the 2nd tier, you automatically get the benefit of the tier stacked to your first weapon. You then unlock the "Tier 3" challenges, which you must complete in order to unlock Tier 3.

     

    The challenges that you do to proceed to the next tier shouldn't be something that is done quickly. Ideally, it would be a combination of challenges + required kill count with that weapon type.

     

    If you want to, you may change your 4th Tier Specialization to a different weapon class, however if you do so, you will lose all current progress with it and must start over from Tier 1 again. Here are my current thoughts on which class would get what specializations. You will notice some of these are already part of the initial perk system.. which means a specialist could potentially have quite a few more customization options.

     

    Assault Rifles -

     

    Tier 1 - Less ADS Sway

    Tier 2 - Improved Iron Sights

    Tier 3 - Extra Attachment

     

    Sub-Machine Guns -

     

    Tier 1 - Quicker Sprint Recovery

    Tier 2 - Faster Climbing of Objects

    Tier 3 - Increased Sprint Speed

     

    Light-Machine Guns -

     

    Tier 1 - Increased Bullet Penetration

    Tier 2 - Bi-Pod Automatically attached

    Tier 3 - Faster Reload Speed

     

    Shotguns -

     

    Tier 1 - Faster Rate of Fire

    Tier 2 - Increased Pellet Count

    Tier 3 - Increased Range

     

    Sniper Rifles -

     

    Tier 1 - Increased Bullet Penetration

    Tier 2 - Variable Zoom Scope

    Tier 3 - Less ADS Sway (When Stacked with Iron Lungs Pro, it gets increased effect)

     

     

    So let me know what your thoughts are on this additional "4th Tier System", and how you think it can be improved. These are all just conceptual ideas, but I like where it's headed, so any feedback is appreciated.

     

    Not bad thoughts, my friend.

     

    Only concern I see is making a perk centered towards a gamemode... but I do like the concept with your weapons.

  • avengedyesterday Master 3,962 posts since
    Sep 8, 2011
    Currently Being Moderated

    I just think they are getting carried away with perks and proficincies. It should matter more of how good you are in gun battles than what perks you have set up. Plus it really takes away from using a variety of weapons for different situations and maps when you can pretty much modify the stats to do anything on any weapon.

     

    I read somewhere that they are planning on making it to where there will be 2 pro's to every perk but you have to make the decision of which one to grab.

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