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  • Novice 264 posts since
    Jun 30, 2011
    Currently Being Moderated
    360. Jun 7, 2010 9:43 PM (in response to vahn)
    Re: Perks, min. number requirement?

    DieSlow321 wrote:

     

    XxNuTxX wrote:

     

    i like some of these perks like comofoge in WAW  AND COOLED-BLOODED IN MW2 THARE ARE MORE NOT COMMANDO I HATE THEM LAUNCHING 70 FT AWAY AND KILLING ME ITS RETARTED WELL I LIKE MORE PERKS TOO LAZY TO LIST BUT I HOPE THEY MAKE NEW AND BETTER PERKS IN THIS NEW ONE




    Painful to read. 




    I'm speachless
  • Novice 315 posts since
    Sep 27, 2011
    Currently Being Moderated
    361. Jun 7, 2010 9:51 PM (in response to vahn)
    Re: Perks, min. number requirement?

    snowman1995 wrote:

     

    DieSlow321 wrote:

     

    XxNuTxX wrote:

     

    i like some of these perks like comofoge in WAW  AND COOLED-BLOODED IN MW2 THARE ARE MORE NOT COMMANDO I HATE THEM LAUNCHING 70 FT AWAY AND KILLING ME ITS RETARTED WELL I LIKE MORE PERKS TOO LAZY TO LIST BUT I HOPE THEY MAKE NEW AND BETTER PERKS IN THIS NEW ONE




    Painful to read. 




    I'm speachless




    well theres a thing called dyslexia and if he has how would you feel? To know that hes sufferin from a very serious disease and well you should be ashamed lol
  • fanatacist Calculating status... 20 posts since
    Dec 21, 2009
    Currently Being Moderated
    362. Jun 7, 2010 11:56 PM (in response to vahn)
    Re: Perks, min. number requirement?
    All the damage/health increasing perks can go. You shouldn't be forced to use one or the other.
  • wo0dy1 Apprentice 1,207 posts since
    Aug 6, 2008
    Currently Being Moderated
    365. Jun 8, 2010 7:01 AM (in response to vahn)
    Re: Perks, min. number requirement?

    Vahn wrote:

     

    Re: Second Chance

    I always thought the Revive mechanic offered by turning Last Stand into Second Chance made the game a little more interesting.

    *shrug*



    i think the problem have with last stand/ second chance is people have grown into that part of the game where the EXPECT the person to die after hitting them a few times, snipers more than many they expect 1 hit kill


    but because somebody drops to last stand and has that bit more time to attempt to kill is where the 'problem' lies..


    all in all, its just lazyness from the players point of view, they dont like being distracted by that guy they need to finnish off, it takes up valubale killing other people time


    i personally have no problem with this perk, those who do, dont like putting in effort to kill somebody with it, therefor the person using the perk deserves to get the kill..

    i think it wouldnt be as disliked if the invincibality was tweaked during the drop into the last stand position..

    i understnad why its there, but i think its that which makes people moan. they unload a clip into a guy and he drops ( making him invinciable untill hes in position) by which time, the shooter has lost all his ammo hitting the falling guy while he has his little invincibilty power.

    as a result, the shooter is now stuck relaoding or changing weapon, where the person on last stand gets the kill..


    but like i said, i personally have no problem with this perk, and the introduction of 2nd chance was great, but it did require another person to also have the perk on, which, few did ( from what i found when playing )
  • randomguy987 Novice 441 posts since
    Sep 27, 2011
    Currently Being Moderated
    366. Jun 8, 2010 8:25 AM (in response to vahn)
    Re: Perks, min. number requirement?

    Vahn wrote:

     

    Re: Second Chance

    I always thought the Revive mechanic offered by turning Last Stand into Second Chance made the game a little more interesting.



    The revival mechanics do add an interesting angle to gameplay.

    But the opportunity for the second-chancer to replay the gunfight they just lost and kill their killer . . . not so much (then the perk is just a variant of the much-loathed Martyrdom that demands a bit more effort).

    Perhaps one way to repurpose Second Chance to be more akin to a medic mechanic and less akin to Martyrdom would be to permit the injured player to crawl to safety (as in MW2), and to throw flashs/stuns at his attacker (but *not* to kill himself with same), but the injured player would have to cope with some additional sway to the pistol crosshairs in order to limit their ability to spam shots at the attacker.

    In addition to the "invincibility" frustration mentioned by the previous poster, another consideration is that Last Stand/Second Chance poses a vastly different degree of threat to different classes.  While it's trivial for users of automatic weapons to hold down the trigger for another fraction of a second and get the kill, Second Chance can be extremely effective when one's attacker is using a weapon with a low rate of fire (e.g., bolt-action rifle, pump-action shotgun).  (This same situation also leads to a lot of "stolen" kills.)

    Not sure whether this phenomenon counts as a "bug" or as a "feature," but it might be worth considering some tweaks if the perk returns.  (For example, any single attack that causes >= 100 points of damage might preclude the victim from entering Second Chance, as I believe is currently the case with headshots and explosive kills.)
  • The_Player Calculating status... 72 posts since
    Oct 28, 2008
    Currently Being Moderated
    367. Jun 8, 2010 8:51 AM (in response to vahn)
    Re: Perks, min. number requirement?

    Vahn wrote:

     

    Re: Second Chance

    I always thought the Revive mechanic offered by turning Last Stand into Second Chance made the game a little more interesting.

    *shrug*



    Well yes, you guys did lots of good work in rethinking of perks in W@W. But this perk, along with the marty, is a bit of a cheat. Those who use it just asking a good punch in their face, IMO.
    ONTOP: do want PRO version of perks. Flack Jacket as Jugger PRO gonna be awesome.
  • flamekid150 Novice 372 posts since
    Aug 17, 2011
    Currently Being Moderated
    368. Jun 8, 2010 8:56 AM (in response to vahn)
    Re: Perks, min. number requirement?
    The game would be better without stopping power or jugger (perks that affect damage per bullet) because stopping power takes away 9/10 peoples 2nd perk slot and the game would be better if we could choose different perks instead of only using stopping power.
  • BlueHeadShot Apprentice 1,158 posts since
    Jun 8, 2010
    Currently Being Moderated
    369. Jun 8, 2010 10:38 AM (in response to vahn)
    Re: Perks, min. number requirement?
    Perk Set 1

    * Marathon | Marathon Pro NO
    * Sleight of Hand | Sleight of Hand Pro YES, and NO for the pro version.
    * Scavenger | Scavenger Pro YES
    * Bling | Bling Pro YES
    * One Man Army | One Man Army Pro NO

    Perk Slot 2

    * Stopping Power | Stopping Power Pro YES
    * Lightweight | Lightweight Pro NO
    * Hardline | Hardline Pro YES
    * Cold-Blooded | Cold-Blooded Pro YES
    * Danger Close | Danger Close Pro NO

    Perk Slot 3

    * Commando | Commando Pro NO
    * Steady Aim | Steady Aim Pro YES
    * Scrambler | Scrambler Pro YES
    * Ninja | Ninja Pro YES/NO: Make the first version silent footsteps, and the second no falling DMG.
    * SitRep | SitRep Pro YES
    * Last Stand | Last Stand Pro NO
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