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  • Storeslem Novice 425 posts since
    Jun 17, 2010
    Currently Being Moderated
    440. Jul 27, 2010 5:21 PM (in response to vahn)
    Re: Perks, min. number requirement?
    remove Martyrdom!!

    and make a perk that removes Killcam
  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated
    441. Jul 27, 2010 5:24 PM (in response to vahn)
    Re: Perks, min. number requirement?

    Storeslem wrote:

     

    remove Martyrdom!!

    and make a perk that removes Killcam





    Thats a perk called "Hardcore"
  • rwilson Calculating status... 2 posts since
    Aug 19, 2011
    Currently Being Moderated
    442. Jul 27, 2010 10:28 PM (in response to vahn)
    Re: Perks, min. number requirement?
    This is how I see it:
    Juggernaut should NEVER re-appear....its for newbs that cant get out of the way of bullets to get their shot off in time.
    2nd Chance/Last Stand:  Another newb invention....if you cant shoot me before I shoot you, then just die (plus its lame when I shoot you the whole way down, emptying a clip, only for you to survive it because of an animation, and in turn shoot me since Im reloading).
    Martyrdom: Yet another newb tactic for people that cant get a kill when they are alive. (I put this one last b/c it isnt as much of a nuissance as the others.)

    The main thing though:  PLEASE dont give them incentive to camp (i.e.: Heartbeat Sensors, 25 killstreak reward)....The only thing worse than a camper, is a n00b t00br...grenade launchers have seriously taken a lot of the fun out of the CoD series.  Who needs bullets when you have a near endless supply of exploding projectiles. 

    I do like how Treyarch fixes the glitches ASAP, and I also like the use of severed limbs and a delay on the use of rifle grenades (definitely keep that if you keep the noob toobs in, otherwise S&D is just a damn crapshoot for making it out of your spawn).

    Either way, I know I will be WAAYY more satisfied (again) with TREYARCh behind the wheel as opposed to those morons at IW that could care less about whether we have to deal with glitcheres exploiting the game and making it a waste of time.
  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated
    443. Jul 27, 2010 10:33 PM (in response to vahn)
    Re: Perks, min. number requirement?
    I read a post that had a good suggestion- make stopping power do more damage at range, or atleast cancel bullet drop damage. And juggernaut to refill health quicker.



    If I remembered who it was, I'd cite him.
  • pwnage19 Master 4,421 posts since
    Aug 15, 2011
    Currently Being Moderated
    444. Jul 27, 2010 10:35 PM (in response to vahn)
    Re: Perks, min. number requirement?

    An Oreo wrote:

     

    I read a post that had a good suggestion- make stopping power do more damage at range, or atleast cancel bullet drop damage. And juggernaut to refill health quicker.



    If I remembered who it was, I'd cite him.



    You can cite me then! :wink:
  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated
    445. Jul 27, 2010 10:40 PM (in response to vahn)
    Re: Perks, min. number requirement?
    Was it your idea? I think his post may have been green text not sure.
  • brawl1234 Novice 219 posts since
    Feb 20, 2010
    Currently Being Moderated
    446. Jul 27, 2010 11:26 PM (in response to vahn)
    Re: Perks, min. number requirement?
    commando needs to go
    marathon needs to be changed to extream conditioning
    pro perks should have more than one level like bling pro 1 is 2 attachments and then bling pro 2 is 3 attachments
    OMA should only give you one n00b tube
    vehicle perks should be flares for choppers and rockets for choppers
    juggernaut makes you more venerable to head shots
    make a perk that swaps weapons faster
    make melee a perk
    make rifle grenades a perk like w@w
    make a perk that gives you another perk slot(lolz)
    make a perk that captures/plants objectives faster
  • Alphonz Newbie 84 posts since
    Jul 28, 2010
    Currently Being Moderated
    447. Jul 28, 2010 7:44 PM (in response to vahn)
    Re: Perks, min. number requirement?
    Absolutley NO marty,
    no primary gren x2
    - with these 2 perks plus artillery etc, the smaller maps become unplayable, atm it is explosion spam, spawn, die, spawn, die. not a fun way to play

    keep sitrep, or bombsquad,

    no juggernaut

    No last stand,

    Keep camo/cold blood, BUT make sure non-camo players do NOT spawn near camo players.

    Tubes as a perk,

    keep scavenger.
  • BuTtHuRtPEePz Novice 187 posts since
    Jul 21, 2010
    Currently Being Moderated
    448. Jul 28, 2010 8:13 PM (in response to vahn)
    Re: Perks, min. number requirement?
    perk 1
    bandolier
    bling
    grip/grenade launcher/masterkey (attachments that take perk slot 1)
    special grenades
    primary grenades
    edit: sleight of hand

    perk 2
    overkill
    edit: hardline
    uav jammer/camo/cold-blood
    edit: double tap

    perk 3
    steady aim
    extreme conditioning
    sitrep
    toss back
    dead silence
    edit: iron lungs

    launchers should be used to kill killstreaks OR if used against players, dont have increased damage or larger radius

    edit: i just realized that sleight of hand/bandolier is a broken combo.  in that case, make sleight of had a perk 1.  i know that many of you would prefer SoH to be perk 2 but i dont see it balanced out with certain perks so perhaps making it 1st like MW2 will give a better balance issue.

    edit: i also just realized that for perk 2, the one that will be seeing the most usage will be uav jammer/camo, so i dont know whether i want it to be there without another perk that will be on equal grounds of being picked.  I dont want uav jammer to be the only 2nd perk we see in game.  perhaps include hardline as a 2nd perk so that players will chose between faster killstreaks or not be seen by them.  i think this perk system is balanced out

    I think vahn should take a look at this setup.  so far, i cant any combination of perks that will broken. it fits every possible gaming category

    stealth sniper: SoH, Uav Jammer, Dead Silence
    running sniper: SoH/Bling, Iron Lung, Extreme Cond.
    running SMG: bandolier, shades, steady aim
    LMG: grip, overkill, sitrep
    Assault: can use any combination
    Shotguner: SoH, hardline, steady aim

    I think my combination of perks will provide the most variety that we will see. If you can think of a combo that would be OP please list it.

    edit: i just thought of something broken about overkill.  players could use 2 assault rifles and mount 2 grenade launchers on them.  in that case, overkill should make it so that only one attachment that takes up perk 1 can be used at a time.  so players can only run with one AR w/ a noobtoob.

    my friend made a good point.  if there is no stopping power, what will be the basic perk 2 that is unlocked immediately and can be used?  perhaps because of this is why it is essential for stopping power to return as the next immediate basic perk will be uav jammer which will be very annoying.  I know that many will be skeptical in saying that having stopping power with no juggernaut is broken.  that is why i propose the alternative to stopping power to be double tap as to they will probably kill in nearly the same time.  I also made the mistake in that iron lungs should be perk 3 not 2.

    edit: i dont like stopping power, instead the basic perk 2 should be double tap.  it allows for faster kills, but at the cost of controlling recoil.  It may seem unfair to semi auto weapons, so i propose that it takes off the firecap on them
  • belka1077 Expert 1,895 posts since
    Oct 4, 2009
    Currently Being Moderated
    449. Jul 28, 2010 8:25 PM (in response to vahn)
    Re: Perks, min. number requirement?
    are bayonetes returning? pls pls!
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